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use bevy::prelude::*; |
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins) |
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.init_state::<GameState>() |
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.add_systems(Startup, setup_camera) |
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.add_systems(OnEnter(GameState::A), on_a_enter) |
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.add_systems(OnEnter(GameState::B), on_b_enter) |
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.add_systems(OnExit(GameState::A), on_a_exit) |
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.add_systems(OnExit(GameState::B), on_b_exit) |
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.add_systems(OnEnter(GameState::C(1)), on_c_1_enter) |
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.add_systems(OnExit(GameState::C(1)), on_c_1_exit) |
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.add_systems(Update, toggle) |
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.insert_resource(TickTock(Timer::from_seconds(1.0, TimerMode::Repeating))) |
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.run(); |
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} |
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#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States)] |
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enum GameState { |
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#[default] |
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A, |
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B, |
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C(u8), |
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} |
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#[derive(Resource)] |
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struct TickTock(Timer); |
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|
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fn on_a_enter(mut commands: Commands) { |
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info!("on_a_enter"); |
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commands.spawn(( |
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DespawnOnExit(GameState::A), |
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Text::new("Game is in state 'A'"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(0), |
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left: px(0), |
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..default() |
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}, |
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(children![DespawnOnExit(GameState::A)]), |
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)); |
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} |
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|
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fn on_a_exit(mut commands: Commands) { |
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info!("on_a_exit"); |
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commands.spawn(( |
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DespawnOnEnter(GameState::A), |
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Text::new("Game state 'A' will be back in 1 second"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(0), |
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left: px(500), |
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..default() |
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}, |
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|
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|
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|
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(children![DespawnOnEnter(GameState::A)]), |
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)); |
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} |
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|
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fn on_b_enter(mut commands: Commands) { |
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info!("on_b_enter"); |
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commands.spawn(( |
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DespawnOnExit(GameState::B), |
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Text::new("Game is in state 'B'"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(50), |
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left: px(0), |
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..default() |
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}, |
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(children![DespawnOnExit(GameState::B)]), |
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)); |
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} |
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fn on_b_exit(mut commands: Commands) { |
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info!("on_b_exit"); |
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commands.spawn(( |
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DespawnOnEnter(GameState::B), |
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Text::new("Game state 'B' will be back in 1 second"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(50), |
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left: px(500), |
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..default() |
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}, |
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(children![DespawnOnEnter(GameState::B)]), |
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)); |
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} |
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|
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fn on_c_1_enter(mut commands: Commands) { |
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info!("on_c_1_enter"); |
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commands.spawn(( |
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DespawnWhen::new(|transition| matches!(transition.exited, Some(GameState::C(_)))), |
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Text::new("Game is in state 'C(1)'"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(100), |
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left: px(0), |
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..default() |
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}, |
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(children![DespawnWhen::new(|transition| matches!( |
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transition.exited, |
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Some(GameState::C(_)) |
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))]), |
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)); |
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} |
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fn on_c_1_exit(mut commands: Commands) { |
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info!("on_c_1_exit"); |
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commands.spawn(( |
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DespawnWhen::new(|transition| matches!(transition.entered, Some(GameState::C(1)))), |
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Text::new("Game state 'C(1)' will be back in 1 second"), |
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TextFont { |
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font_size: FontSize::Px(33.0), |
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..default() |
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}, |
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TextColor(Color::srgb(0.5, 0.5, 1.0)), |
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Node { |
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position_type: PositionType::Absolute, |
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top: px(100), |
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left: px(500), |
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..default() |
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}, |
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(children![DespawnWhen::new(|transition| matches!( |
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transition.entered, |
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Some(GameState::C(_)) |
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))]), |
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)); |
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} |
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fn setup_camera(mut commands: Commands) { |
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commands.spawn(Camera3d::default()); |
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} |
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fn toggle( |
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time: Res<Time>, |
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mut timer: ResMut<TickTock>, |
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state: Res<State<GameState>>, |
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mut next_state: ResMut<NextState<GameState>>, |
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) { |
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if !timer.0.tick(time.delta()).is_finished() { |
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return; |
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} |
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*next_state = match state.get() { |
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GameState::A => NextState::Pending(GameState::B), |
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GameState::B => NextState::Pending(GameState::C(1)), |
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GameState::C(_) => NextState::Pending(GameState::A), |
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} |
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} |