58 lines
1.1 KiB
Rust
58 lines
1.1 KiB
Rust
use bevy::prelude::*;
|
|
use bevy::app::AppExit;
|
|
|
|
#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash, Default, States)]
|
|
pub enum AppState{
|
|
#[default]
|
|
CoreLoading,
|
|
MenuRunning,
|
|
AppLoading,
|
|
AppRunning,
|
|
AppEnding,
|
|
|
|
// FIXME: not sure
|
|
LoadingGame
|
|
}
|
|
|
|
#[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 InAppLoading;
|
|
#[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;
|
|
|
|
|
|
pub struct StatePlugin;
|
|
impl Plugin for StatePlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app
|
|
.add_state::<AppState>()
|
|
.add_state::<GameState>()
|
|
;
|
|
}
|
|
} |