# Objective Contributes to #18238 Updates the `custom_transitions` and `sub_states` examples to use the `children!` macro. ## Solution Updates examples to use the Improved Spawning API merged in https://github.com/bevyengine/bevy/pull/17521 ## Testing - Did you test these changes? If so, how? - Opened the examples before and after and verified the same behavior was observed. I did this on Ubuntu 24.04.2 LTS using `--features wayland`. - Are there any parts that need more testing? - Other OS's and features can't hurt, but this is such a small change it shouldn't be a problem. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the examples yourself with and without these changes. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - see above --- ## Showcase n/a ## Migration Guide n/a
		
			
				
	
	
		
			280 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			280 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to register custom state transition behavior.
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//!
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//! In this case we are trying to add `OnReenter` and `OnReexit`
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//! which will work much like `OnEnter` and `OnExit`,
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//! but additionally trigger if the state changed into itself.
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//!
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//! While identity transitions exist internally in [`StateTransitionEvent`]s,
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//! the default schedules intentionally ignore them, as this behavior is not commonly needed or expected.
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//!
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//! While this example displays identity transitions for a single state,
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//! identity transitions are propagated through the entire state graph,
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//! meaning any change to parent state will be propagated to [`ComputedStates`] and [`SubStates`].
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use std::marker::PhantomData;
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use bevy::{dev_tools::states::*, ecs::schedule::ScheduleLabel, prelude::*};
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use custom_transitions::*;
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#[derive(Debug, Clone, Copy, Default, Eq, PartialEq, Hash, States)]
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enum AppState {
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    #[default]
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    Menu,
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    InGame,
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}
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fn main() {
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    App::new()
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        // We insert the custom transitions plugin for `AppState`.
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        .add_plugins((
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            DefaultPlugins,
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            IdentityTransitionsPlugin::<AppState>::default(),
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        ))
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        .init_state::<AppState>()
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        .add_systems(Startup, setup)
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        .add_systems(OnEnter(AppState::Menu), setup_menu)
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        .add_systems(Update, menu.run_if(in_state(AppState::Menu)))
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        .add_systems(OnExit(AppState::Menu), cleanup_menu)
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        // We will restart the game progress every time we re-enter into it.
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        .add_systems(OnReenter(AppState::InGame), setup_game)
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        .add_systems(OnReexit(AppState::InGame), teardown_game)
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        // Doing it this way allows us to restart the game without any additional in-between states.
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        .add_systems(
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            Update,
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            ((movement, change_color, trigger_game_restart).run_if(in_state(AppState::InGame)),),
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        )
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        .add_systems(Update, log_transitions::<AppState>)
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        .run();
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}
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/// This module provides the custom `OnReenter` and `OnReexit` transitions for easy installation.
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mod custom_transitions {
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    use crate::*;
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    /// The plugin registers the transitions for one specific state.
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    /// If you use this for multiple states consider:
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    /// - installing the plugin multiple times,
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    /// - create an [`App`] extension method that inserts
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    ///   those transitions during state installation.
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    #[derive(Default)]
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    pub struct IdentityTransitionsPlugin<S: States>(PhantomData<S>);
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    impl<S: States> Plugin for IdentityTransitionsPlugin<S> {
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        fn build(&self, app: &mut App) {
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            app.add_systems(
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                StateTransition,
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                // The internals can generate at most one transition event of specific type per frame.
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                // We take the latest one and clear the queue.
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                last_transition::<S>
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                    // We insert the optional event into our schedule runner.
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                    .pipe(run_reenter::<S>)
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                    // State transitions are handled in three ordered steps, exposed as system sets.
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                    // We can add our systems to them, which will run the corresponding schedules when they're evaluated.
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                    // These are:
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                    // - [`ExitSchedules`] - Ran from leaf-states to root-states,
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                    // - [`TransitionSchedules`] - Ran in arbitrary order,
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                    // - [`EnterSchedules`] - Ran from root-states to leaf-states.
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                    .in_set(EnterSchedules::<S>::default()),
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            )
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            .add_systems(
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                StateTransition,
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                last_transition::<S>
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                    .pipe(run_reexit::<S>)
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                    .in_set(ExitSchedules::<S>::default()),
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            );
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        }
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    }
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    /// Custom schedule that will behave like [`OnEnter`], but run on identity transitions.
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    #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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    pub struct OnReenter<S: States>(pub S);
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    /// Schedule runner which checks conditions and if they're right
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    /// runs out custom schedule.
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    fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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        // We return early if no transition event happened.
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        let Some(transition) = transition.0 else {
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            return;
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        };
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        // If we wanted to ignore identity transitions,
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        // we'd compare `exited` and `entered` here,
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        // and return if they were the same.
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        // We check if we actually entered a state.
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        // A [`None`] would indicate that the state was removed from the world.
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        // This only happens in the case of [`SubStates`] and [`ComputedStates`].
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        let Some(entered) = transition.entered else {
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            return;
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        };
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        // If all conditions are valid, we run our custom schedule.
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        let _ = world.try_run_schedule(OnReenter(entered));
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        // If you want to overwrite the default `OnEnter` behavior to act like re-enter,
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        // you can do so by running the `OnEnter` schedule here. Note that you don't want
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        // to run `OnEnter` when the default behavior does so.
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        // ```
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        // if transition.entered != transition.exited {
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        //     return;
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        // }
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        // let _ = world.try_run_schedule(OnReenter(entered));
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        // ```
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    }
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    /// Custom schedule that will behave like [`OnExit`], but run on identity transitions.
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    #[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash)]
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    pub struct OnReexit<S: States>(pub S);
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    fn run_reexit<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
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        let Some(transition) = transition.0 else {
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            return;
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        };
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        let Some(exited) = transition.exited else {
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            return;
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        };
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        let _ = world.try_run_schedule(OnReexit(exited));
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    }
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}
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fn menu(
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    mut next_state: ResMut<NextState<AppState>>,
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    mut interaction_query: Query<
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        (&Interaction, &mut BackgroundColor),
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        (Changed<Interaction>, With<Button>),
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    >,
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) {
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    for (interaction, mut color) in &mut interaction_query {
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        match *interaction {
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            Interaction::Pressed => {
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                *color = PRESSED_BUTTON.into();
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                next_state.set(AppState::InGame);
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            }
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            Interaction::Hovered => {
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                *color = HOVERED_BUTTON.into();
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            }
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            Interaction::None => {
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                *color = NORMAL_BUTTON.into();
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            }
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        }
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    }
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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    commands.entity(menu_data.button_entity).despawn();
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}
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const SPEED: f32 = 100.0;
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fn movement(
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    time: Res<Time>,
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    input: Res<ButtonInput<KeyCode>>,
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    mut query: Query<&mut Transform, With<Sprite>>,
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) {
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    for mut transform in &mut query {
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        let mut direction = Vec3::ZERO;
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        if input.pressed(KeyCode::ArrowLeft) {
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            direction.x -= 1.0;
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        }
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        if input.pressed(KeyCode::ArrowRight) {
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            direction.x += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowUp) {
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            direction.y += 1.0;
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        }
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        if input.pressed(KeyCode::ArrowDown) {
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            direction.y -= 1.0;
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        }
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        if direction != Vec3::ZERO {
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            transform.translation += direction.normalize() * SPEED * time.delta_secs();
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        }
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    }
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}
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fn change_color(time: Res<Time>, mut query: Query<&mut Sprite>) {
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    for mut sprite in &mut query {
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        let new_color = LinearRgba {
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            blue: ops::sin(time.elapsed_secs() * 0.5) + 2.0,
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            ..LinearRgba::from(sprite.color)
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        };
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        sprite.color = new_color.into();
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    }
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}
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// We can restart the game by pressing "R".
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// This will trigger an [`AppState::InGame`] -> [`AppState::InGame`]
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// transition, which will run our custom schedules.
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fn trigger_game_restart(
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    input: Res<ButtonInput<KeyCode>>,
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    mut next_state: ResMut<NextState<AppState>>,
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) {
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    if input.just_pressed(KeyCode::KeyR) {
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        // Although we are already in this state setting it again will generate an identity transition.
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        // While default schedules ignore those kinds of transitions, our custom schedules will react to them.
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        next_state.set(AppState::InGame);
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    }
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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}
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fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
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    info!("Setup game");
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}
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fn teardown_game(mut commands: Commands, player: Single<Entity, With<Sprite>>) {
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    commands.entity(*player).despawn();
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    info!("Teardown game");
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}
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#[derive(Resource)]
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struct MenuData {
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    pub button_entity: Entity,
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}
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const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
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const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
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const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
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fn setup_menu(mut commands: Commands) {
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    let button_entity = commands
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        .spawn((
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            Node {
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                // center button
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                width: Val::Percent(100.),
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                height: Val::Percent(100.),
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                justify_content: JustifyContent::Center,
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                align_items: AlignItems::Center,
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                ..default()
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            },
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            children![(
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                Button,
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                Node {
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                    width: Val::Px(150.),
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                    height: Val::Px(65.),
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                    // horizontally center child text
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                    justify_content: JustifyContent::Center,
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                    // vertically center child text
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                    align_items: AlignItems::Center,
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                    ..default()
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                },
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                BackgroundColor(NORMAL_BUTTON),
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                children![(
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                    Text::new("Play"),
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                    TextFont {
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                        font_size: 33.0,
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                        ..default()
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                    },
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                    TextColor(Color::srgb(0.9, 0.9, 0.9)),
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                )]
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            )],
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        ))
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        .id();
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    commands.insert_resource(MenuData { button_entity });
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}
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