bevy/crates/bevy_ecs/src/schedule_v3/state.rs
Cameron 684f07595f Add bevy_ecs::schedule_v3 module (#6587)
# Objective

Complete the first part of the migration detailed in bevyengine/rfcs#45.

## Solution

Add all the new stuff.

### TODO

- [x] Impl tuple methods.
- [x] Impl chaining.
- [x] Port ambiguity detection.
- [x] Write docs.
- [x] ~~Write more tests.~~(will do later)
- [ ] Write changelog and examples here?
- [x] ~~Replace `petgraph`.~~ (will do later)



Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: Michael Hsu <mike.hsu@gmail.com>
Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2023-01-17 01:39:17 +00:00

64 lines
2.5 KiB
Rust

use std::fmt::Debug;
use std::hash::Hash;
use std::mem;
use crate as bevy_ecs;
use crate::schedule_v3::{ScheduleLabel, SystemSet, WorldExt};
use crate::system::Resource;
use crate::world::World;
/// Types that can define states in a finite-state machine.
pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug {
type Iter: Iterator<Item = Self>;
/// Returns an iterator over all the state variants.
fn states() -> 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 \<insert-`bevy_core`-set-name\> when this state is active.
///
/// This is provided for convenience. A more general [`state_equals`](super::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.
#[derive(Resource)]
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)`.
#[derive(Resource)]
pub struct NextState<S: States>(pub Option<S>);
/// 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));
}
}