mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 21:37:01 +00:00
58 lines
1.1 KiB
Rust
58 lines
1.1 KiB
Rust
use bevy::prelude::*;
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
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pub enum AppState {
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#[default]
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CoreLoading,
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MenuRunning,
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AppLoading,
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AppRunning,
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AppEnding,
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
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pub enum GameState {
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#[default]
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None,
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InMenu,
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InGame,
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InGameOver,
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InSaving,
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InLoading,
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}
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// tag components for all entities within a certain state (for despawning them if needed) , FIXME: seems kinda hack-ish
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#[derive(Component)]
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pub struct InCoreLoading;
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#[derive(Component, Default)]
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pub struct InMenuRunning;
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#[derive(Component)]
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pub struct InAppRunning;
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// components for tagging in game vs in game menu stuff
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#[derive(Component, Default)]
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pub struct InMainMenu;
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#[derive(Component, Default)]
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pub struct InMenu;
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#[derive(Component, Default)]
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pub struct InGame;
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#[derive(Component, Default)]
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pub struct InGameSaving;
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#[derive(Component, Default)]
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pub struct InGameLoading;
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pub struct StatePlugin;
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impl Plugin for StatePlugin {
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fn build(&self, app: &mut App) {
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app.init_state::<AppState>().init_state::<GameState>();
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}
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}
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