# Objective Extracts the state mechanisms into a new crate called "bevy_state". This comes with a few goals: - state wasn't really an inherent machinery of the ecs system, and so keeping it within bevy_ecs felt forced - by mixing it in with bevy_ecs, the maintainability of our more robust state system was significantly compromised moving state into a new crate makes it easier to encapsulate as it's own feature, and easier to read and understand since it's no longer a single, massive file. ## Solution move the state-related elements from bevy_ecs to a new crate ## Testing - Did you test these changes? If so, how? all the automated tests migrated and passed, ran the pre-existing examples without changes to validate. --- ## Migration Guide Since bevy_state is now gated behind the `bevy_state` feature, projects that use state but don't use the `default-features` will need to add that feature flag. Since it is no longer part of bevy_ecs, projects that use bevy_ecs directly will need to manually pull in `bevy_state`, trigger the StateTransition schedule, and handle any of the elements that bevy_app currently sets up. --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
45 lines
3.2 KiB
Rust
45 lines
3.2 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/ecs/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/ecs/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/ecs/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 the 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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/// 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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/// Most commonly used re-exported types.
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::condition::*;
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#[doc(hidden)]
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pub use crate::state::{
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apply_state_transition, ComputedStates, NextState, OnEnter, OnExit, OnTransition, State,
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StateSet, StateTransition, StateTransitionEvent, States, SubStates,
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};
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}
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