Blender_bevy_components_wor.../examples/blenvy/demo/src/state.rs

58 lines
1.1 KiB
Rust

use bevy::prelude::*;
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
pub enum AppState {
#[default]
CoreLoading,
MenuRunning,
AppLoading,
AppRunning,
AppEnding,
}
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
pub enum GameState {
#[default]
None,
InMenu,
InGame,
InGameOver,
InSaving,
InLoading,
}
// tag components for all entities within a certain state (for despawning them if needed) , FIXME: seems kinda hack-ish
#[derive(Component)]
pub struct InCoreLoading;
#[derive(Component, Default)]
pub struct InMenuRunning;
#[derive(Component)]
pub struct InAppRunning;
// components for tagging in game vs in game menu stuff
#[derive(Component, Default)]
pub struct InMainMenu;
#[derive(Component, Default)]
pub struct InMenu;
#[derive(Component, Default)]
pub struct InGame;
#[derive(Component, Default)]
pub struct InGameSaving;
#[derive(Component, Default)]
pub struct InGameLoading;
pub struct StatePlugin;
impl Plugin for StatePlugin {
fn build(&self, app: &mut App) {
app.init_state::<AppState>().init_state::<GameState>();
}
}