Generates a bunch of hierarchical states (structs and enums, using State
and SubState) from a simple DSL and sets up their relationships
in a Plugin.
I made this without checking if and/or how it would be a good idea.
| bevy | this thing |
|---|---|
| 0.15.0 | 1.2.0 |
| 0.16.0 | 1.3.0 |
| 0.17.0 | 1.4.0 |
Create a states.rs in src/ and add the following comment at the top:
// bspg:
// Loading
// Ready { Menu Game }
// ExitingSet up your build.rs like this:
use bevy_state_plugin_generator::prelude::*;
fn main() {
/// The [Default::default] configuration is:
let config = PluginConfig {
plugin_name: PluginName::new_struct("GeneratedStatesPlugin"),
root_state_name: Some(Cow::from("GameState")),
states_module_name: Cow::from("states"),
naming_scheme: NamingScheme::Full,
additional_derives: vec![],
};
update_template("src/states.rs", config)
.expect("Failed to update template!");
}Create a states.txt in src/:
// the root is no longer implicit
Loading // comments go until the end of the line
Ready { Menu Game } // enum state
Exiting // singletonSet up your build.rs like this:
use bevy_state_plugin_generator::prelude::*;
fn main() {
let config = PluginConfig::default()
.with_plugin_struct_name("MyStatePlugin")
.with_root_state_name("RootState")
.with_states_module_name("inner_states")
.with_naming_scheme(NamingScheme::Short)
.with_additional_derives(["PartialOrd", "Ord"]);
generate_plugin("src/states.txt", "src/generated_states.rs", config)
.expect("Failed to generate plugin!");
}And it will generate something like the following:
use bevy::prelude::{App, AppExtStates};
pub mod states {
use bevy::prelude::{States, SubStates, StateSet};
#[derive(States, Hash, Default, Debug, Clone, PartialEq, Eq)]
pub enum GameState { #[default] Loading, Ready, Exiting }
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameState = GameState::Loading)]
pub struct GameStateLoading;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameStateLoading = GameStateLoading)]
pub struct GameStateLoadingConfigs;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameStateLoading = GameStateLoading)]
pub struct GameStateLoadingAssets;
#[derive(SubStates, Hash, Default, Debug, Clone, PartialEq, Eq)]
#[source(GameState = GameState::Ready)]
pub enum GameStateReady { #[default] Menu, Game }
}
pub struct GeneratedStatesPlugin;
impl bevy::app::Plugin for GeneratedStatesPlugin {
fn build(&self, app: &mut App) {
app.init_state::<states::GameState>();
}
}Consider the following sample:
PlayerState {
Good
BadState { OnFire InWater }
}| none | full | merge |
|---|---|---|
PlayerState |
PlayerState |
PlayerState |
Good |
PlayerStateGood |
PlayerGoodState |
BadState |
PlayerStateBadState |
PlayerBadState |
OnFire |
PlayerStateBadStateOnFire |
PlayerBadOnFireState |
InWater |
PlayerStateBadStateInWater |
PlayerBadInWaterState |