
# Objective - Fixes #13874 ## Solution - Confirm that the `StatesPlugin` is installed when trying to add states. - Skipped for state scoped entities, since those will warn about missing states.
283 lines
11 KiB
Rust
283 lines
11 KiB
Rust
use bevy_app::{App, MainScheduleOrder, Plugin, PreUpdate, Startup, SubApp};
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use bevy_ecs::{
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event::Events,
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schedule::{IntoSystemConfigs, ScheduleLabel},
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world::FromWorld,
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};
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use bevy_utils::{tracing::warn, warn_once};
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use crate::state::{
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setup_state_transitions_in_world, ComputedStates, FreelyMutableState, NextState, State,
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StateTransition, StateTransitionEvent, StateTransitionSteps, States, SubStates,
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};
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use crate::state_scoped::clear_state_scoped_entities;
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/// State installation methods for [`App`](bevy_app::App) and [`SubApp`](bevy_app::SubApp).
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pub trait AppExtStates {
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/// Initializes a [`State`] with standard starting values.
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`], [`OnTransition`] and [`OnExit`] schedules.
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/// These schedules are triggered before [`Update`](crate::Update) and at startup.
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///
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/// If you would like to control how other systems run based on the current state, you can
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/// emulate this behavior using the [`in_state`] [`Condition`].
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by triggering the [`StateTransition`](`bevy_ecs::schedule::StateTransition`) schedule manually.
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self;
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/// Inserts a specific [`State`] to the current [`App`] and overrides any [`State`] previously
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/// added of the same type.
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///
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/// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`], [`OnTransition`] and [`OnExit`] schedules.
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/// These schedules are triggered before [`Update`](crate::Update) and at startup.
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///
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/// If you would like to control how other systems run based on the current state, you can
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/// emulate this behavior using the [`in_state`] [`Condition`].
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///
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/// Note that you can also apply state transitions at other points in the schedule
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/// by triggering the [`StateTransition`](`bevy_ecs::schedule::StateTransition`) schedule manually.
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self;
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/// Sets up a type implementing [`ComputedStates`].
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self;
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/// Sets up a type implementing [`SubStates`].
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///
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/// This method is idempotent: it has no effect when called again using the same generic type.
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self;
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/// Enable state-scoped entity clearing for state `S`.
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///
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/// For more information refer to [`StateScoped`](crate::state_scoped::StateScoped).
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self;
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}
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/// Separate function to only warn once for all state installation methods.
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fn warn_if_no_states_plugin_installed(app: &SubApp) {
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if !app.is_plugin_added::<StatesPlugin>() {
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warn_once!("States were added to the app, but `StatesPlugin` is not installed.");
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}
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}
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impl AppExtStates for SubApp {
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self.world().contains_resource::<State<S>>() {
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setup_state_transitions_in_world(self.world_mut(), Some(Startup.intern()));
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self.init_resource::<State<S>>()
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.init_resource::<NextState<S>>()
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.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).unwrap();
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S::register_state(schedule);
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let state = self.world().resource::<State<S>>().get().clone();
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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} else {
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let name = std::any::type_name::<S>();
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warn!("State {} is already initialized.", name);
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}
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self
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}
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self.world().contains_resource::<State<S>>() {
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setup_state_transitions_in_world(self.world_mut(), Some(Startup.intern()));
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self.insert_resource::<State<S>>(State::new(state.clone()))
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.init_resource::<NextState<S>>()
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.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).unwrap();
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S::register_state(schedule);
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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} else {
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// Overwrite previous state and initial event
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self.insert_resource::<State<S>>(State::new(state.clone()));
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self.world_mut()
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.resource_mut::<Events<StateTransitionEvent<S>>>()
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.clear();
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: Some(state),
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});
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}
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self
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}
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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setup_state_transitions_in_world(self.world_mut(), Some(Startup.intern()));
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self.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).unwrap();
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S::register_computed_state_systems(schedule);
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let state = self
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.world()
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.get_resource::<State<S>>()
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.map(|s| s.get().clone());
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: state,
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});
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} else {
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let name = std::any::type_name::<S>();
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warn!("Computed state {} is already initialized.", name);
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}
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self
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}
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self {
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warn_if_no_states_plugin_installed(self);
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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setup_state_transitions_in_world(self.world_mut(), Some(Startup.intern()));
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self.init_resource::<NextState<S>>();
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self.add_event::<StateTransitionEvent<S>>();
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let schedule = self.get_schedule_mut(StateTransition).unwrap();
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S::register_sub_state_systems(schedule);
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let state = self
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.world()
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.get_resource::<State<S>>()
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.map(|s| s.get().clone());
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self.world_mut().send_event(StateTransitionEvent {
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exited: None,
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entered: state,
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});
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} else {
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let name = std::any::type_name::<S>();
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warn!("Sub state {} is already initialized.", name);
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}
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self
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}
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self {
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if !self
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.world()
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.contains_resource::<Events<StateTransitionEvent<S>>>()
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{
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let name = std::any::type_name::<S>();
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warn!("State scoped entities are enabled for state `{}`, but the state isn't installed in the app!", name);
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}
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// We work with [`StateTransition`] in set [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
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// because [`OnExit`] only runs for one specific variant of the state.
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self.add_systems(
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StateTransition,
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clear_state_scoped_entities::<S>.in_set(StateTransitionSteps::ExitSchedules),
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)
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}
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}
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impl AppExtStates for App {
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fn init_state<S: FreelyMutableState + FromWorld>(&mut self) -> &mut Self {
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self.main_mut().init_state::<S>();
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self
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}
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fn insert_state<S: FreelyMutableState>(&mut self, state: S) -> &mut Self {
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self.main_mut().insert_state::<S>(state);
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self
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}
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fn add_computed_state<S: ComputedStates>(&mut self) -> &mut Self {
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self.main_mut().add_computed_state::<S>();
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self
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}
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fn add_sub_state<S: SubStates>(&mut self) -> &mut Self {
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self.main_mut().add_sub_state::<S>();
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self
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}
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fn enable_state_scoped_entities<S: States>(&mut self) -> &mut Self {
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self.main_mut().enable_state_scoped_entities::<S>();
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self
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}
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}
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/// Registers the [`StateTransition`] schedule in the [`MainScheduleOrder`] to enable state processing.
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pub struct StatesPlugin;
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impl Plugin for StatesPlugin {
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fn build(&self, app: &mut App) {
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let mut schedule = app.world_mut().resource_mut::<MainScheduleOrder>();
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schedule.insert_after(PreUpdate, StateTransition);
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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self as bevy_state,
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state::{State, StateTransition, StateTransitionEvent},
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};
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use bevy_app::App;
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use bevy_ecs::event::Events;
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use bevy_state_macros::States;
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use super::AppExtStates;
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#[derive(States, Default, PartialEq, Eq, Hash, Debug, Clone)]
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enum TestState {
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#[default]
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A,
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B,
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C,
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}
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#[test]
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fn insert_state_can_overwrite_init_state() {
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let mut app = App::new();
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app.init_state::<TestState>();
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app.insert_state(TestState::B);
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let world = app.world_mut();
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<TestState>>().0, TestState::B);
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let events = world.resource::<Events<StateTransitionEvent<TestState>>>();
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assert_eq!(events.len(), 1);
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let mut reader = events.get_reader();
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let last = reader.read(events).last().unwrap();
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assert_eq!(last.exited, None);
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assert_eq!(last.entered, Some(TestState::B));
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}
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#[test]
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fn insert_state_can_overwrite_insert_state() {
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let mut app = App::new();
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app.insert_state(TestState::B);
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app.insert_state(TestState::C);
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let world = app.world_mut();
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<TestState>>().0, TestState::C);
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let events = world.resource::<Events<StateTransitionEvent<TestState>>>();
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assert_eq!(events.len(), 1);
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let mut reader = events.get_reader();
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let last = reader.read(events).last().unwrap();
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assert_eq!(last.exited, None);
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assert_eq!(last.entered, Some(TestState::C));
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}
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}
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