
# Objective Fixes #19120 ## Solution Use the find and replace token feature in VSCode to replace all the `Condition`s with `SystemCondition`s. Then look through all the documentation with find and replace to replace all the `Condition`s there. ## Testing - Did you test these changes? If so, how? Yes, used cargo clippy, cargo build and cargo test. - Are there any parts that need more testing? Nope - How can other people (reviewers) test your changes? Is there anything specific they need to know? By compiling and running bevy - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? Shouldn't be, but Fedora Linux with KDE Wayland
199 lines
5.8 KiB
Rust
199 lines
5.8 KiB
Rust
use crate::state::{State, States};
|
|
use bevy_ecs::{change_detection::DetectChanges, system::Res};
|
|
|
|
/// A [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying system that returns `true`
|
|
/// if the state machine exists.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # use bevy_state::prelude::*;
|
|
/// # use bevy_app::{App, Update};
|
|
/// # use bevy_state::app::StatesPlugin;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = App::new();
|
|
/// # app
|
|
/// # .init_resource::<Counter>()
|
|
/// # .add_plugins(StatesPlugin);
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// app.add_systems(Update,
|
|
/// // `state_exists` will only return true if the
|
|
/// // given state exists
|
|
/// my_system.run_if(state_exists::<GameState>),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // `GameState` does not yet exist so `my_system` won't run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 0);
|
|
///
|
|
/// app.init_state::<GameState>();
|
|
///
|
|
/// // `GameState` now exists so `my_system` will run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 1);
|
|
/// ```
|
|
pub fn state_exists<S: States>(current_state: Option<Res<State<S>>>) -> bool {
|
|
current_state.is_some()
|
|
}
|
|
|
|
/// Generates a [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying closure that returns `true`
|
|
/// if the state machine is currently in `state`.
|
|
///
|
|
/// Will return `false` if the state does not exist or if not in `state`.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # use bevy_state::prelude::*;
|
|
/// # use bevy_app::{App, Update};
|
|
/// # use bevy_state::app::StatesPlugin;
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = App::new();
|
|
/// # app
|
|
/// # .init_resource::<Counter>()
|
|
/// # .add_plugins(StatesPlugin);
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// app
|
|
/// .init_state::<GameState>()
|
|
/// .add_systems(Update, (
|
|
/// // `in_state` will only return true if the
|
|
/// // given state equals the given value
|
|
/// play_system.run_if(in_state(GameState::Playing)),
|
|
/// pause_system.run_if(in_state(GameState::Paused)),
|
|
/// ));
|
|
///
|
|
/// fn play_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// fn pause_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 -= 1;
|
|
/// }
|
|
///
|
|
/// // We default to `GameState::Playing` so `play_system` runs
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 1);
|
|
///
|
|
/// app.insert_state(GameState::Paused);
|
|
///
|
|
/// // Now that we are in `GameState::Pause`, `pause_system` will run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 0);
|
|
/// ```
|
|
pub fn in_state<S: States>(state: S) -> impl FnMut(Option<Res<State<S>>>) -> bool + Clone {
|
|
move |current_state: Option<Res<State<S>>>| match current_state {
|
|
Some(current_state) => *current_state == state,
|
|
None => false,
|
|
}
|
|
}
|
|
|
|
/// A [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying system that returns `true`
|
|
/// if the state machine changed state.
|
|
///
|
|
/// To do things on transitions to/from specific states, use their respective OnEnter/OnExit
|
|
/// schedules. Use this run condition if you want to detect any change, regardless of the value.
|
|
///
|
|
/// Returns false if the state does not exist or the state has not changed.
|
|
///
|
|
/// # Example
|
|
///
|
|
/// ```
|
|
/// # use bevy_ecs::prelude::*;
|
|
/// # use bevy_state::prelude::*;
|
|
/// # use bevy_state::app::StatesPlugin;
|
|
/// # use bevy_app::{App, Update};
|
|
/// # #[derive(Resource, Default)]
|
|
/// # struct Counter(u8);
|
|
/// # let mut app = App::new();
|
|
/// # app
|
|
/// # .init_resource::<Counter>()
|
|
/// # .add_plugins(StatesPlugin);
|
|
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
|
|
/// enum GameState {
|
|
/// #[default]
|
|
/// Playing,
|
|
/// Paused,
|
|
/// }
|
|
///
|
|
/// app
|
|
/// .init_state::<GameState>()
|
|
/// .add_systems(Update,
|
|
/// // `state_changed` will only return true if the
|
|
/// // given states value has just been updated or
|
|
/// // the state has just been added
|
|
/// my_system.run_if(state_changed::<GameState>),
|
|
/// );
|
|
///
|
|
/// fn my_system(mut counter: ResMut<Counter>) {
|
|
/// counter.0 += 1;
|
|
/// }
|
|
///
|
|
/// // `GameState` has just been added so `my_system` will run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 1);
|
|
///
|
|
/// // `GameState` has not been updated so `my_system` will not run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 1);
|
|
///
|
|
/// app.insert_state(GameState::Paused);
|
|
///
|
|
/// // Now that `GameState` has been updated `my_system` will run
|
|
/// app.update();
|
|
/// assert_eq!(app.world().resource::<Counter>().0, 2);
|
|
/// ```
|
|
pub fn state_changed<S: States>(current_state: Option<Res<State<S>>>) -> bool {
|
|
let Some(current_state) = current_state else {
|
|
return false;
|
|
};
|
|
current_state.is_changed()
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use bevy_ecs::schedule::{IntoScheduleConfigs, Schedule, SystemCondition};
|
|
|
|
use crate::prelude::*;
|
|
use bevy_state_macros::States;
|
|
|
|
#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
|
|
enum TestState {
|
|
#[default]
|
|
A,
|
|
B,
|
|
}
|
|
|
|
fn test_system() {}
|
|
|
|
// Ensure distributive_run_if compiles with the common conditions.
|
|
#[test]
|
|
fn distributive_run_if_compiles() {
|
|
Schedule::default().add_systems(
|
|
(test_system, test_system)
|
|
.distributive_run_if(state_exists::<TestState>)
|
|
.distributive_run_if(in_state(TestState::A).or(in_state(TestState::B)))
|
|
.distributive_run_if(state_changed::<TestState>),
|
|
);
|
|
}
|
|
}
|