80 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! 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.
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| //!
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| //! This module provides 3 distinct types of state, all of which implement the [`States`](state::States) trait:
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| //!
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| //! - Standard [`States`](state::States) can only be changed by manually setting the [`NextState<S>`](state::NextState) resource.
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| //!   These states are the baseline on which the other state types are built, and can be used on
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| //!   their own for many simple patterns. See the [state example](https://github.com/bevyengine/bevy/blob/latest/examples/state/state.rs)
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| //!   for a simple use case.
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| //! - [`SubStates`](state::SubStates) are children of other states - they can be changed manually using [`NextState<S>`](state::NextState),
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| //!   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/state/sub_states.rs)
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| //!   for a simple use case based on the derive macro, or read the trait docs for more complex scenarios.
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| //! - [`ComputedStates`](state::ComputedStates) are fully derived from other states - they provide a [`compute`](state::ComputedStates::compute) method
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| //!   that takes in the source states and returns their derived value. They are particularly useful for situations
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| //!   where a simplified view of the source states is necessary - such as having an `InAMenu` computed state, derived
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| //!   from a source state that defines multiple distinct menus. See the [computed state example](https://github.com/bevyengine/bevy/blob/latest/examples/state/computed_states.rs)
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| //!   to see usage samples for these states.
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| //!
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| //! Most of the utilities around state involve running systems during transitions between states, or
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| //! determining whether to run certain systems, though they can be used more directly as well. This
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| //! makes it easier to transition between menus, add loading screens, pause games, and more.
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| //!
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| //! Specifically, Bevy provides the following utilities:
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| //!
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| //! - 3 Transition Schedules - [`OnEnter<S>`](crate::state::OnEnter), [`OnExit<S>`](crate::state::OnExit) and [`OnTransition<S>`](crate::state::OnTransition) - which are used
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| //!   to trigger systems specifically during matching transitions.
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| //! - A [`StateTransitionEvent<S>`](crate::state::StateTransitionEvent) that gets fired when a given state changes.
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| //! - The [`in_state<S>`](crate::condition::in_state) and [`state_changed<S>`](crate::condition::state_changed) run conditions - which are used
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| //!   to determine whether a system should run based on the current state.
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| 
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| // `rustdoc_internals` is needed for `#[doc(fake_variadics)]`
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| #![allow(internal_features)]
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| #![cfg_attr(any(docsrs, docsrs_dep), feature(rustdoc_internals))]
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| 
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| #[cfg(feature = "bevy_app")]
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| /// Provides [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp) with state installation methods
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| pub mod app;
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| /// Provides extension methods for [`Commands`](bevy_ecs::prelude::Commands).
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| pub mod commands;
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| /// Provides definitions for the runtime conditions that interact with the state system
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| pub mod condition;
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| /// Provides definitions for the basic traits required by the state system
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| pub mod state;
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| 
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| /// Provides [`StateScoped`](crate::state_scoped::StateScoped) and
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| /// [`clear_state_scoped_entities`](crate::state_scoped::clear_state_scoped_entities) for managing lifetime of entities.
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| pub mod state_scoped;
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| #[cfg(feature = "bevy_app")]
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| /// Provides [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp) with methods for registering
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| /// state-scoped events.
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| pub mod state_scoped_events;
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| 
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| #[cfg(feature = "bevy_reflect")]
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| /// Provides definitions for the basic traits required by the state system
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| pub mod reflect;
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| 
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| /// The state prelude.
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| ///
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| /// This includes the most common types in this crate, re-exported for your convenience.
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| pub mod prelude {
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|     #[cfg(feature = "bevy_app")]
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|     #[doc(hidden)]
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|     pub use crate::{app::AppExtStates, state_scoped_events::StateScopedEventsAppExt};
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| 
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|     #[cfg(feature = "bevy_reflect")]
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|     #[doc(hidden)]
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|     pub use crate::reflect::{ReflectFreelyMutableState, ReflectState};
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| 
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|     #[doc(hidden)]
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|     pub use crate::{
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|         commands::CommandsStatesExt,
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|         condition::*,
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|         state::{
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|             last_transition, ComputedStates, EnterSchedules, ExitSchedules, NextState, OnEnter,
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|             OnExit, OnTransition, State, StateSet, StateTransition, StateTransitionEvent, States,
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|             SubStates, TransitionSchedules,
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|         },
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|         state_scoped::StateScoped,
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|     };
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| }
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