//! In Bevy, states are app-wide interdependent, finite state machines that are generally used to model the large scale structure of your program: whether a game is paused, if the player is in combat, if assets are loaded and so on. //! //! This module provides 3 distinct types of state, all of which implement the [`States`](state::States) trait: //! //! - Standard [`States`](state::States) can only be changed by manually setting the [`NextState`](state::NextState) resource. //! These states are the baseline on which the other state types are built, and can be used on //! their own for many simple patterns. See the [state example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs) //! for a simple use case. //! - [`SubStates`](state::SubStates) are children of other states - they can be changed manually using [`NextState`](state::NextState), //! but are removed from the [`World`](bevy_ecs::prelude::World) if the source states aren't in the right state. See the [sub_states example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/sub_states.rs) //! for a simple use case based on the derive macro, or read the trait docs for more complex scenarios. //! - [`ComputedStates`](state::ComputedStates) are fully derived from other states - they provide a [`compute`](state::ComputedStates::compute) method //! that takes in the source states and returns their derived value. They are particularly useful for situations //! where a simplified view of the source states is necessary - such as having an `InAMenu` computed state, derived //! from a source state that defines multiple distinct menus. See the [computed state example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/computed_states.rs) //! to see usage samples for these states. //! //! Most of the utilities around state involve running systems during transitions between states, or //! determining whether to run certain systems, though they can be used more directly as well. This //! makes it easier to transition between menus, add loading screens, pause games, and the more. //! //! Specifically, Bevy provides the following utilities: //! //! - 3 Transition Schedules - [`OnEnter`](crate::state::OnEnter), [`OnExit`](crate::state::OnExit) and [`OnTransition`](crate::state::OnTransition) - which are used //! to trigger systems specifically during matching transitions. //! - A [`StateTransitionEvent`](crate::state::StateTransitionEvent) that gets fired when a given state changes. //! - The [`in_state`](crate::condition::in_state) and [`state_changed`](crate::condition::state_changed) run conditions - which are used //! to determine whether a system should run based on the current state. #[cfg(feature = "bevy_app")] /// Provides [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp) with state installation methods pub mod app; /// Provides definitions for the runtime conditions that interact with the state system pub mod condition; /// Provides definitions for the basic traits required by the state system pub mod state; /// Provides [`StateScoped`] and [`clear_state_scoped_entities`] for managing lifetime of entities. pub mod state_scoped; /// Most commonly used re-exported types. pub mod prelude { #[cfg(feature = "bevy_app")] #[doc(hidden)] pub use crate::app::AppExtStates; #[doc(hidden)] pub use crate::condition::*; #[doc(hidden)] pub use crate::state::{ last_transition, ComputedStates, EnterSchedules, ExitSchedules, NextState, OnEnter, OnExit, OnTransition, State, StateSet, StateTransition, StateTransitionEvent, States, SubStates, TransitionSchedules, }; #[doc(hidden)] pub use crate::state_scoped::StateScoped; }