Fixes #19594 The exact problem is described in that issue. I improved the docs to guide anyone who has the the same issue I had. I kept myself minimal, since the problem is relatively niche, hopefully it will be enough if anyone else has that problem
267 lines
9.1 KiB
Rust
267 lines
9.1 KiB
Rust
use core::{marker::PhantomData, mem};
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use bevy_ecs::{
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event::{BufferedEvent, Event, EventReader, EventWriter},
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schedule::{IntoScheduleConfigs, Schedule, ScheduleLabel, Schedules, SystemSet},
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system::{Commands, In, ResMut},
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world::World,
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};
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use super::{resources::State, states::States};
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/// The label of a [`Schedule`] that **only** runs whenever [`State<S>`] enters the provided state.
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///
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/// This schedule ignores identity transitions.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
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pub struct OnEnter<S: States>(pub S);
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/// The label of a [`Schedule`] that **only** runs whenever [`State<S>`] exits the provided state.
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///
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/// This schedule ignores identity transitions.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
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pub struct OnExit<S: States>(pub S);
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/// The label of a [`Schedule`] that **only** runs whenever [`State<S>`]
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/// exits AND enters the provided `exited` and `entered` states.
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///
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/// Systems added to this schedule are always ran *after* [`OnExit`], and *before* [`OnEnter`].
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///
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/// This schedule will run on identity transitions.
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
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pub struct OnTransition<S: States> {
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/// The state being exited.
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pub exited: S,
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/// The state being entered.
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pub entered: S,
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}
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/// Runs [state transitions](States).
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///
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/// By default, it will be triggered once before [`PreStartup`] and then each frame after [`PreUpdate`], but
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/// you can manually trigger it at arbitrary times by creating an exclusive
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/// system to run the schedule.
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///
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/// ```rust
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/// use bevy_state::prelude::*;
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/// use bevy_ecs::prelude::*;
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///
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/// fn run_state_transitions(world: &mut World) {
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/// let _ = world.try_run_schedule(StateTransition);
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/// }
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/// ```
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///
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/// This schedule is split up into four phases, as described in [`StateTransitionSteps`].
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///
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/// [`PreStartup`]: https://docs.rs/bevy/latest/bevy/prelude/struct.PreStartup.html
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/// [`PreUpdate`]: https://docs.rs/bevy/latest/bevy/prelude/struct.PreUpdate.html
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#[derive(ScheduleLabel, Clone, Debug, PartialEq, Eq, Hash, Default)]
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pub struct StateTransition;
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/// A [`BufferedEvent`] sent when any state transition of `S` happens.
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/// This includes identity transitions, where `exited` and `entered` have the same value.
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///
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/// If you know exactly what state you want to respond to ahead of time, consider [`OnEnter`], [`OnTransition`], or [`OnExit`]
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Event, BufferedEvent)]
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pub struct StateTransitionEvent<S: States> {
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/// The state being exited.
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pub exited: Option<S>,
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/// The state being entered.
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pub entered: Option<S>,
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}
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/// Applies state transitions and runs transitions schedules in order.
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///
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/// These system sets are run sequentially, in the order of the enum variants.
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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pub enum StateTransitionSystems {
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/// States apply their transitions from [`NextState`](super::NextState)
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/// and compute functions based on their parent states.
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DependentTransitions,
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/// Exit schedules are executed in leaf to root order
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ExitSchedules,
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/// Transition schedules are executed in arbitrary order.
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TransitionSchedules,
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/// Enter schedules are executed in root to leaf order.
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EnterSchedules,
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}
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/// Deprecated alias for [`StateTransitionSystems`].
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#[deprecated(since = "0.17.0", note = "Renamed to `StateTransitionSystems`.")]
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pub type StateTransitionSteps = StateTransitionSystems;
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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/// System set that runs exit schedule(s) for state `S`.
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pub struct ExitSchedules<S: States>(PhantomData<S>);
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impl<S: States> Default for ExitSchedules<S> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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/// System set that runs transition schedule(s) for state `S`.
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pub struct TransitionSchedules<S: States>(PhantomData<S>);
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impl<S: States> Default for TransitionSchedules<S> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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/// System set that runs enter schedule(s) for state `S`.
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pub struct EnterSchedules<S: States>(PhantomData<S>);
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impl<S: States> Default for EnterSchedules<S> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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/// System set that applies transitions for state `S`.
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#[derive(SystemSet, Clone, Debug, PartialEq, Eq, Hash)]
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pub(crate) struct ApplyStateTransition<S: States>(PhantomData<S>);
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impl<S: States> Default for ApplyStateTransition<S> {
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fn default() -> Self {
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Self(Default::default())
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}
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}
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/// This function actually applies a state change, and registers the required
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/// schedules for downstream computed states and transition schedules.
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///
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/// The `new_state` is an option to allow for removal - `None` will trigger the
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/// removal of the `State<S>` resource from the [`World`].
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pub(crate) fn internal_apply_state_transition<S: States>(
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mut event: EventWriter<StateTransitionEvent<S>>,
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mut commands: Commands,
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current_state: Option<ResMut<State<S>>>,
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new_state: Option<S>,
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) {
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match new_state {
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Some(entered) => {
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match current_state {
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// If the [`State<S>`] resource exists, and the state is not the one we are
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// entering - we need to set the new value, compute dependent states, send transition events
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// and register transition schedules.
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Some(mut state_resource) => {
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let exited = match *state_resource == entered {
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true => entered.clone(),
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false => mem::replace(&mut state_resource.0, entered.clone()),
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};
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// Transition events are sent even for same state transitions
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// Although enter and exit schedules are not run by default.
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event.write(StateTransitionEvent {
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exited: Some(exited.clone()),
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entered: Some(entered.clone()),
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});
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}
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None => {
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// If the [`State<S>`] resource does not exist, we create it, compute dependent states, send a transition event and register the `OnEnter` schedule.
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commands.insert_resource(State(entered.clone()));
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event.write(StateTransitionEvent {
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exited: None,
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entered: Some(entered.clone()),
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});
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}
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};
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}
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None => {
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// We first remove the [`State<S>`] resource, and if one existed we compute dependent states, send a transition event and run the `OnExit` schedule.
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if let Some(resource) = current_state {
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commands.remove_resource::<State<S>>();
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event.write(StateTransitionEvent {
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exited: Some(resource.get().clone()),
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entered: None,
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});
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}
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}
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}
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}
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/// Sets up the schedules and systems for handling state transitions
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/// within a [`World`].
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///
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/// Runs automatically when using `App` to insert states, but needs to
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/// be added manually in other situations.
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pub fn setup_state_transitions_in_world(world: &mut World) {
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let mut schedules = world.get_resource_or_init::<Schedules>();
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if schedules.contains(StateTransition) {
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return;
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}
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let mut schedule = Schedule::new(StateTransition);
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schedule.configure_sets(
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(
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StateTransitionSystems::DependentTransitions,
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StateTransitionSystems::ExitSchedules,
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StateTransitionSystems::TransitionSchedules,
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StateTransitionSystems::EnterSchedules,
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)
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.chain(),
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);
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schedules.insert(schedule);
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}
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/// Returns the latest state transition event of type `S`, if any are available.
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pub fn last_transition<S: States>(
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mut reader: EventReader<StateTransitionEvent<S>>,
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) -> Option<StateTransitionEvent<S>> {
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reader.read().last().cloned()
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}
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pub(crate) fn run_enter<S: States>(
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transition: In<Option<StateTransitionEvent<S>>>,
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world: &mut World,
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) {
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let Some(transition) = transition.0 else {
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return;
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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 Some(entered) = transition.entered else {
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return;
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};
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let _ = world.try_run_schedule(OnEnter(entered));
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}
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pub(crate) fn run_exit<S: States>(
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transition: In<Option<StateTransitionEvent<S>>>,
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world: &mut World,
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) {
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let Some(transition) = transition.0 else {
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return;
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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 Some(exited) = transition.exited else {
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return;
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};
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let _ = world.try_run_schedule(OnExit(exited));
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}
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pub(crate) fn run_transition<S: States>(
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transition: In<Option<StateTransitionEvent<S>>>,
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world: &mut World,
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) {
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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 Some(entered) = transition.entered else {
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return;
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};
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let _ = world.try_run_schedule(OnTransition { exited, entered });
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}
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