bevy/examples/state/sub_states.rs
mgi388 7a1fcb7fe7
Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818)
# Objective

- Alternative to and builds on top of #16284.
- Fixes #15849.

## Solution

- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.

> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.

## Open questions

1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?

## Testing

Ran all changed examples.

## Side note: `VisibleOnEnterState` and `HiddenOnExitState`

For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.

<details>
<summary>visibility.rs</summary>

```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;

pub trait AppExtStates {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}

impl AppExtStates for App {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        self.main_mut()
            .enable_visible_entities_on_enter_state::<S>();
        self
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        self.main_mut().enable_hidden_entities_on_exit_state::<S>();
        self
    }
}

impl AppExtStates for SubApp {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }
}

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);

/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
    // 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(entered) = &transition.entered else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *entered {
            visibility.set_if_neq(Visibility::Visible);
        }
    }
}

/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
    // 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 (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *exited {
            visibility.set_if_neq(Visibility::Hidden);
        }
    }
}
```

</details>

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-06 00:37:04 +00:00

234 lines
7.7 KiB
Rust

//! This example illustrates the use of [`SubStates`] for more complex state handling patterns.
//!
//! [`SubStates`] are [`States`] that only exist while the App is in another [`State`]. They can
//! be used to create more complex patterns while relying on simple enums, or to de-couple certain
//! elements of complex state objects.
//!
//! In this case, we're transitioning from a `Menu` state to an `InGame` state, at which point we create
//! a substate called `IsPaused` to track whether the game is paused or not.
use bevy::{dev_tools::states::*, prelude::*};
use ui::*;
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
enum AppState {
#[default]
Menu,
InGame,
}
// In this case, instead of deriving `States`, we derive `SubStates`
#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, SubStates)]
// And we need to add an attribute to let us know what the source state is
// and what value it needs to have. This will ensure that unless we're
// in [`AppState::InGame`], the [`IsPaused`] state resource
// will not exist.
#[source(AppState = AppState::InGame)]
#[states(scoped_entities)]
enum IsPaused {
#[default]
Running,
Paused,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_state::<AppState>()
.add_sub_state::<IsPaused>() // We set the substate up here.
// Most of these remain the same
.add_systems(Startup, setup)
.add_systems(OnEnter(AppState::Menu), setup_menu)
.add_systems(Update, menu.run_if(in_state(AppState::Menu)))
.add_systems(OnExit(AppState::Menu), cleanup_menu)
.add_systems(OnEnter(AppState::InGame), setup_game)
.add_systems(OnEnter(IsPaused::Paused), setup_paused_screen)
.add_systems(
Update,
(
// Instead of relying on [`AppState::InGame`] here, we're relying on
// [`IsPaused::Running`], since we don't want movement or color changes
// if we're paused
(movement, change_color).run_if(in_state(IsPaused::Running)),
// The pause toggle, on the other hand, needs to work whether we're
// paused or not, so it uses [`AppState::InGame`] instead.
toggle_pause.run_if(in_state(AppState::InGame)),
),
)
.add_systems(Update, log_transitions::<AppState>)
.run();
}
fn menu(
mut next_state: ResMut<NextState<AppState>>,
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = PRESSED_BUTTON.into();
next_state.set(AppState::InGame);
}
Interaction::Hovered => {
*color = HOVERED_BUTTON.into();
}
Interaction::None => {
*color = NORMAL_BUTTON.into();
}
}
}
}
fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
commands.entity(menu_data.button_entity).despawn();
}
const SPEED: f32 = 100.0;
fn movement(
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
mut query: Query<&mut Transform, With<Sprite>>,
) {
for mut transform in &mut query {
let mut direction = Vec3::ZERO;
if input.pressed(KeyCode::ArrowLeft) {
direction.x -= 1.0;
}
if input.pressed(KeyCode::ArrowRight) {
direction.x += 1.0;
}
if input.pressed(KeyCode::ArrowUp) {
direction.y += 1.0;
}
if input.pressed(KeyCode::ArrowDown) {
direction.y -= 1.0;
}
if direction != Vec3::ZERO {
transform.translation += direction.normalize() * SPEED * time.delta_secs();
}
}
}
fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
for mut sprite in &mut query {
let new_color = LinearRgba {
blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
..LinearRgba::from(sprite.color)
};
sprite.color = new_color.into();
}
}
fn toggle_pause(
input: Res<ButtonInput<KeyCode>>,
current_state: Res<State<IsPaused>>,
mut next_state: ResMut<NextState<IsPaused>>,
) {
if input.just_pressed(KeyCode::Space) {
next_state.set(match current_state.get() {
IsPaused::Running => IsPaused::Paused,
IsPaused::Paused => IsPaused::Running,
});
}
}
mod ui {
use crate::*;
#[derive(Resource)]
pub struct MenuData {
pub button_entity: Entity,
}
pub const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
pub const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
pub const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
pub fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
}
pub fn setup_menu(mut commands: Commands) {
let button_entity = commands
.spawn((
Node {
// center button
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
children![(
Button,
Node {
width: Val::Px(150.),
height: Val::Px(65.),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
BackgroundColor(NORMAL_BUTTON),
children![(
Text::new("Play"),
TextFont {
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
)]
)],
))
.id();
commands.insert_resource(MenuData { button_entity });
}
pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
}
pub fn setup_paused_screen(mut commands: Commands) {
commands.spawn((
DespawnOnExitState(IsPaused::Paused),
Node {
// center button
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
flex_direction: FlexDirection::Column,
row_gap: Val::Px(10.),
..default()
},
children![(
Node {
width: Val::Px(400.),
height: Val::Px(400.),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
BackgroundColor(NORMAL_BUTTON),
children![(
Text::new("Paused"),
TextFont {
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
)]
)],
));
}
}