bevy/crates/bevy_state/src/state/states.rs
mgi388 7a1fcb7fe7
Rename StateScoped to DespawnOnExitState and add DespawnOnEnterState (#18818)
# Objective

- Alternative to and builds on top of #16284.
- Fixes #15849.

## Solution

- Rename component `StateScoped` to `DespawnOnExitState`.
- Rename system `clear_state_scoped_entities` to
`despawn_entities_on_exit_state`.
- Add `DespawnOnEnterState` and `despawn_entities_on_enter_state` which
is the `OnEnter` equivalent.

> [!NOTE]
> Compared to #16284, the main change is that I did the rename in such a
way as to keep the terms `OnExit` and `OnEnter` together. In my own
game, I was adding `VisibleOnEnterState` and `HiddenOnExitState` and
when naming those, I kept the `OnExit` and `OnEnter` together. When I
checked #16284 it stood out to me that the naming was a bit awkward.
Putting the `State` in the middle and breaking up `OnEnter` and `OnExit`
also breaks searching for those terms.

## Open questions

1. Should we split `enable_state_scoped_entities` into two functions,
one for the `OnEnter` and one for the `OnExit`? I personally have zero
need thus far for the `OnEnter` version, so I'd be interested in not
having this enabled unless I ask for it.
2. If yes to 1., should we follow my lead in my `Visibility` state
components (see below) and name these
`app.enable_despawn_entities_on_enter_state()` and
`app.enable_despawn_entities_on_exit_state()`, which IMO says what it
does on the tin?

## Testing

Ran all changed examples.

## Side note: `VisibleOnEnterState` and `HiddenOnExitState`

For reference to anyone else and to help with the open questions, I'm
including the code I wrote for controlling entity visibility when a
state is entered/exited.

<details>
<summary>visibility.rs</summary>

```rust
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_state::{prelude::*, state::StateTransitionSteps};
use tracing::*;

pub trait AppExtStates {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self;

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self;
}

impl AppExtStates for App {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        self.main_mut()
            .enable_visible_entities_on_enter_state::<S>();
        self
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        self.main_mut().enable_hidden_entities_on_exit_state::<S>();
        self
    }
}

impl AppExtStates for SubApp {
    fn enable_visible_entities_on_enter_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Visible entities on enter state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_visible_on_enter_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }

    fn enable_hidden_entities_on_exit_state<S: States>(&mut self) -> &mut Self {
        if !self
            .world()
            .contains_resource::<Events<StateTransitionEvent<S>>>()
        {
            let name = core::any::type_name::<S>();
            warn!("Hidden entities on exit state are enabled for state `{}`, but the state isn't installed in the app!", name);
        }
        // We work with [`StateTransition`] in set
        // [`StateTransitionSteps::ExitSchedules`] as opposed to [`OnExit`],
        // because [`OnExit`] only runs for one specific variant of the state.
        self.add_systems(
            StateTransition,
            update_to_hidden_on_exit_state::<S>.in_set(StateTransitionSteps::ExitSchedules),
        )
    }
}

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct VisibleOnEnterState<S: States>(pub S);

#[derive(Clone, Component, Debug, Reflect)]
#[reflect(Component, Debug)]
pub struct HiddenOnExitState<S: States>(pub S);

/// Makes entities marked with [`VisibleOnEnterState<S>`] visible when the state
/// `S` is entered.
pub fn update_to_visible_on_enter_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&VisibleOnEnterState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(entered) = &transition.entered else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *entered {
            visibility.set_if_neq(Visibility::Visible);
        }
    }
}

/// Makes entities marked with [`HiddenOnExitState<S>`] invisible when the state
/// `S` is exited.
pub fn update_to_hidden_on_exit_state<S: States>(
    mut transitions: EventReader<StateTransitionEvent<S>>,
    mut query: Query<(&HiddenOnExitState<S>, &mut Visibility)>,
) {
    // We use the latest event, because state machine internals generate at most
    // 1 transition event (per type) each frame. No event means no change
    // happened and we skip iterating all entities.
    let Some(transition) = transitions.read().last() else {
        return;
    };
    if transition.entered == transition.exited {
        return;
    }
    let Some(exited) = &transition.exited else {
        return;
    };
    for (binding, mut visibility) in query.iter_mut() {
        if binding.0 == *exited {
            visibility.set_if_neq(Visibility::Hidden);
        }
    }
}
```

</details>

---------

Co-authored-by: Benjamin Brienen <Benjamin.Brienen@outlook.com>
Co-authored-by: Ben Frankel <ben.frankel7@gmail.com>
2025-05-06 00:37:04 +00:00

76 lines
3.0 KiB
Rust

use core::fmt::Debug;
use core::hash::Hash;
/// Types that can define world-wide states in a finite-state machine.
///
/// The [`Default`] trait defines the starting state.
/// Multiple states can be defined for the same world,
/// allowing you to classify the state of the world across orthogonal dimensions.
/// You can access the current state of type `T` with the [`State<T>`](crate::state::State) resource,
/// and the queued state with the [`NextState<T>`](crate::state::NextState) resource.
///
/// State transitions typically occur in the [`OnEnter<T::Variant>`](crate::state::OnEnter) and [`OnExit<T::Variant>`](crate::state::OnExit) schedules,
/// which can be run by triggering the [`StateTransition`](crate::state::StateTransition) schedule.
///
/// Types used as [`ComputedStates`](crate::state::ComputedStates) do not need to and should not derive [`States`].
/// [`ComputedStates`](crate::state::ComputedStates) should not be manually mutated: functionality provided
/// by the [`States`] derive and the associated [`FreelyMutableState`](crate::state::FreelyMutableState) trait.
///
/// # Example
///
/// ```
/// use bevy_state::prelude::*;
/// use bevy_ecs::prelude::IntoScheduleConfigs;
/// use bevy_ecs::system::{ResMut, ScheduleSystem};
///
///
/// #[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)]
/// enum GameState {
/// #[default]
/// MainMenu,
/// SettingsMenu,
/// InGame,
/// }
///
/// fn handle_escape_pressed(mut next_state: ResMut<NextState<GameState>>) {
/// # let escape_pressed = true;
/// if escape_pressed {
/// next_state.set(GameState::SettingsMenu);
/// }
/// }
///
/// fn open_settings_menu() {
/// // Show the settings menu...
/// }
///
/// # struct AppMock;
/// # impl AppMock {
/// # fn add_systems<S, M>(&mut self, schedule: S, systems: impl IntoScheduleConfigs<ScheduleSystem, M>) {}
/// # }
/// # struct Update;
/// # let mut app = AppMock;
///
/// app.add_systems(Update, handle_escape_pressed.run_if(in_state(GameState::MainMenu)));
/// app.add_systems(OnEnter(GameState::SettingsMenu), open_settings_menu);
/// ```
#[diagnostic::on_unimplemented(
message = "`{Self}` can not be used as a state",
label = "invalid state",
note = "consider annotating `{Self}` with `#[derive(States)]`"
)]
pub trait States: 'static + Send + Sync + Clone + PartialEq + Eq + Hash + Debug {
/// How many other states this state depends on.
/// Used to help order transitions and de-duplicate [`ComputedStates`](crate::state::ComputedStates), as well as prevent cyclical
/// `ComputedState` dependencies.
const DEPENDENCY_DEPTH: usize = 1;
/// Should [state scoping](crate::state_scoped) be enabled for this state?
/// If set to `true`, the
/// [`DespawnOnEnterState`](crate::state_scoped::DespawnOnEnterState) and
/// [`DespawnOnExitState`](crate::state_scoped::DespawnOnEnterState)
/// components are used to remove entities when entering or exiting the
/// state.
const SCOPED_ENTITIES_ENABLED: bool = false;
}