Blender_bevy_components_wor.../examples/advanced/state.rs

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>()
;
}
}