#[cfg(feature = "bevy_reflect")] use bevy_ecs::reflect::ReflectComponent; use bevy_ecs::{ component::Component, entity::Entity, event::EventReader, system::{Commands, Query}, }; #[cfg(feature = "bevy_reflect")] use bevy_reflect::prelude::*; use crate::state::{StateTransitionEvent, States}; /// Entities marked with this component will be removed /// when the world's state of the matching type no longer matches the supplied value. /// /// To enable this feature remember to add the attribute `#[states(scoped_entities)]` when deriving [`States`]. /// It's also possible to enable it when adding the state to an app with [`enable_state_scoped_entities`](crate::app::AppExtStates::enable_state_scoped_entities). /// /// ``` /// use bevy_state::prelude::*; /// use bevy_ecs::prelude::*; /// use bevy_ecs::system::ScheduleSystem; /// /// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)] /// #[states(scoped_entities)] /// enum GameState { /// #[default] /// MainMenu, /// SettingsMenu, /// InGame, /// } /// /// # #[derive(Component)] /// # struct Player; /// /// fn spawn_player(mut commands: Commands) { /// commands.spawn(( /// StateScoped(GameState::InGame), /// Player /// )); /// } /// /// # struct AppMock; /// # impl AppMock { /// # fn init_state(&mut self) {} /// # fn enable_state_scoped_entities(&mut self) {} /// # fn add_systems(&mut self, schedule: S, systems: impl IntoScheduleConfigs) {} /// # } /// # struct Update; /// # let mut app = AppMock; /// /// app.init_state::(); /// app.add_systems(OnEnter(GameState::InGame), spawn_player); /// ``` #[derive(Component, Clone)] #[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Component))] pub struct StateScoped(pub S); impl Default for StateScoped where S: States + Default, { fn default() -> Self { Self(S::default()) } } /// Removes entities marked with [`StateScoped`] /// when their state no longer matches the world state. pub fn clear_state_scoped_entities( mut commands: Commands, mut transitions: EventReader>, query: Query<(Entity, &StateScoped)>, ) { // We use the latest event, because state machine internals generate at most 1 // transition event (per type) each frame. No event means no change happened // and we skip iterating all entities. let Some(transition) = transitions.read().last() else { return; }; if transition.entered == transition.exited { return; } let Some(exited) = &transition.exited else { return; }; for (entity, binding) in &query { if binding.0 == *exited { commands.entity(entity).despawn(); } } }