bevy/crates/bevy_ecs/src/schedule/state.rs
张林伟 14a7689e1a Derive Debug for State and NextState (#7651)
# Objective

- Derive Debug for State and NextState
2023-02-13 18:20:31 +00:00

108 lines
4.1 KiB
Rust

use std::fmt::Debug;
use std::hash::Hash;
use std::mem;
use crate as bevy_ecs;
use crate::schedule::{ScheduleLabel, SystemSet};
use crate::system::Resource;
use crate::world::World;
pub use bevy_ecs_macros::States;
/// Types that can define world-wide states in a finite-state machine.
///
/// The [`Default`] trait defines the starting state.
/// Multiple states can be defined for the same world,
/// allowing you to classify the state of the world across orthogonal dimensions.
/// You can access the current state of type `T` with the [`State<T>`] resource,
/// and the queued state with the [`NextState<T>`] resource.
///
/// State transitions typically occur in the [`OnEnter<T::Variant>`] and [`OnExit<T:Varaitn>`] schedules,
/// which can be run via the [`apply_state_transition::<T>`] system.
/// Systems that run each frame in various states are typically stored in the main schedule,
/// and are conventionally part of the [`OnUpdate(T::Variant)`] system set.
///
/// # Example
///
/// ```rust
/// use bevy_ecs::prelude::States;
///
/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
/// enum GameState {
/// #[default]
/// MainMenu,
/// SettingsMenu,
/// InGame,
/// }
///
/// ```
pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug + Default {
type Iter: Iterator<Item = Self>;
/// Returns an iterator over all the state variants.
fn variants() -> Self::Iter;
}
/// The label of a [`Schedule`](super::Schedule) that runs whenever [`State<S>`]
/// enters this state.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnEnter<S: States>(pub S);
/// The label of a [`Schedule`](super::Schedule) that runs whenever [`State<S>`]
/// exits this state.
#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnExit<S: States>(pub S);
/// A [`SystemSet`] that will run within `CoreSet::StateTransitions` when this state is active.
///
/// This is provided for convenience. A more general [`state_equals`](crate::schedule::common_conditions::state_equals)
/// [condition](super::Condition) also exists for systems that need to run elsewhere.
#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
pub struct OnUpdate<S: States>(pub S);
/// A finite-state machine whose transitions have associated schedules
/// ([`OnEnter(state)`] and [`OnExit(state)`]).
///
/// The current state value can be accessed through this resource. To *change* the state,
/// queue a transition in the [`NextState<S>`] resource, and it will be applied by the next
/// [`apply_state_transition::<S>`] system.
///
/// The starting state is defined via the [`Default`] implementation for `S`.
#[derive(Resource, Default, Debug)]
pub struct State<S: States>(pub S);
/// The next state of [`State<S>`].
///
/// To queue a transition, just set the contained value to `Some(next_state)`.
/// Note that these transitions can be overriden by other systems:
/// only the actual value of this resource at the time of [`apply_state_transition`] matters.
#[derive(Resource, Default, Debug)]
pub struct NextState<S: States>(pub Option<S>);
impl<S: States> NextState<S> {
/// Tentatively set a planned state transition to `Some(state)`.
pub fn set(&mut self, state: S) {
self.0 = Some(state);
}
}
/// Run the enter schedule for the current state
pub fn run_enter_schedule<S: States>(world: &mut World) {
world.run_schedule(OnEnter(world.resource::<State<S>>().0.clone()));
}
/// If a new state is queued in [`NextState<S>`], this system:
/// - Takes the new state value from [`NextState<S>`] and updates [`State<S>`].
/// - Runs the [`OnExit(exited_state)`] schedule.
/// - Runs the [`OnEnter(entered_state)`] schedule.
pub fn apply_state_transition<S: States>(world: &mut World) {
if world.resource::<NextState<S>>().0.is_some() {
let entered_state = world.resource_mut::<NextState<S>>().0.take().unwrap();
let exited_state = mem::replace(
&mut world.resource_mut::<State<S>>().0,
entered_state.clone(),
);
world.run_schedule(OnExit(exited_state));
world.run_schedule(OnEnter(entered_state));
}
}