pyri_state
is a bevy_state
alternative offering flexible change detection & scheduling.
#[derive(State, Clone, PartialEq, Eq)]
struct Level(usize);
app.add_systems(StateFlush, state!(Level(4 | 7 | 10)).on_enter(save_progress));
Read the documentation or check out the examples folder for more information.
In pyri_state
, state pattern-matching is directly supported:
// Save progress when entering level 4, 7, or 10.
app.add_systems(StateFlush, state!(Level(4 | 7 | 10)).on_enter(save_progress));
There are a few ways to do this using bevy_state
:
- Add a system for every possible matching state.
for x in [4, 7, 10] {
app.add_systems(OnEnter(Level(x)), save_progress);
}
- Use a custom substate.
app.add_systems(OnEnter(SaveProgressLevel), save_progress);
#[derive(Copy, Clone, Eq, PartialEq, Hash, Debug)]
struct SaveProgressLevel;
impl SubStates for SaveProgressLevel {
type SourceStates = Level;
fn should_exist(sources: Level) -> Option<Self> {
matches!(sources, Level(4 | 7 | 10)).then(Self)
}
}
- Use a custom schedule.
app.add_systems(OnSaveProgress, save_progress);
app.add_systems(
StateTransition,
last_transition::<Level>
.pipe(run_save_progress)
.in_set(EnterSchedules::<Level>::default()),
);
#[derive(ScheduleLabel, Clone, Eq, PartialEq, Hash, Debug)]
struct OnSaveProgress;
fn run_save_progress(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
if matches!(transition.0, Some(StateTransitionEvent {
entered: Some(Level(4 | 7 | 10)),
..
})) {
let _ = world.try_run_schedule(OnSaveProgress);
}
}
Note that option 1 is prohibitively expensive when the pattern has too many matches, like Level(x) if x % 2 == 0
.
Options 2 and 3 add a confusing layer of indirection and boilerplate, hiding the actual pattern-matching in
the SubStates
implementation or the run_my_schedule
exclusive system.
Even worse, option 2 is subtly broken: if you transition from state A to B where both states match the pattern,
bevy_state
will silently discard the substate's transition because it's a same-state transition.
In pyri_state
, state refreshing is supported out-of-the-box:
// Restart game on R press.
app.add_systems(Update, Level::refresh.run_if(input_just_pressed(KeyCode::R)));
// Schedule a system for when any level restarts.
app.add_systems(StateFlush, Level::ANY.on_refresh(|| info!("Restarted level")));
// Refreshing a state will also reuse its exit, trans, and enter hooks.
app.add_systems(StateFlush, Level::ANY.on_exit(tear_down_level));
// You can explicitly check whether the state has changed, if you want.
app.add_systems(StateFlush, Level::ANY.on_enter(load_new_level.run_if(Level::will_change)));
The equivalent in bevy_state
requires building your own custom schedules
(e.g. OnReExit
, OnReTransition
, OnReEnter
, OnChangeExit
, OnChangeTransition
, OnChangeEnter
, etc.)
and hooking them into the state transition internals,
as in this example.
This is a seriously discouraging amount of boilerplate for something that should be a basic feature.
- Custom storage: In
pyri_state
, the next state can be stored in any custom data structure. For example, you can store the next state in a stack to implement a "back button" feature for a menu state as easily asMyMenuState::pop
. This is currently impossible inbevy_state
, which only supportsenum NextState
. - Direct mutation: In
pyri_state
, systems can mutate the next state value directly (e.g.level.0 += 1
). Inbevy_state
, you have to clone the current state, mutate it, and set that as the next state. As a consequence, if multiple systems mutate the same state on the same frame, they'll completely overwrite each other, leading to rare, confusing bugs that direct mutation would often circumvent entirely. - Local states: In
pyri_state
, states can be components. This is currently impossible inbevy_state
, which only supports global states.
bevy version |
pyri_state version |
---|---|
0.14 | 0.2 |
0.13 | 0.1 |
This crate is available under either of MIT or Apache-2.0 at your choice.