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use bevy_ecs::prelude::*;
use crate::{world::ActionsWorldExt, *};
#[derive(Default)]
pub struct ActionCommands(Vec<ActionCommand>);
enum ActionCommand {
Add(Entity, Box<dyn Action>, AddConfig),
Stop(Entity),
Next(Entity),
Clear(Entity),
}
impl AddActionExt for ActionCommands {
fn add_action(&mut self, actor: Entity, action: impl IntoAction, config: AddConfig) {
self.0
.push(ActionCommand::Add(actor, action.into_boxed(), config));
}
}
impl StopActionExt for ActionCommands {
fn stop_action(&mut self, actor: Entity) {
self.0.push(ActionCommand::Stop(actor));
}
}
impl NextActionExt for ActionCommands {
fn next_action(&mut self, actor: Entity) {
self.0.push(ActionCommand::Next(actor));
}
}
impl ClearActionsExt for ActionCommands {
fn clear_actions(&mut self, actor: Entity) {
self.0.push(ActionCommand::Clear(actor));
}
}
impl ActionCommands {
pub(super) fn apply(self, world: &mut World) {
for cmd in self.0 {
match cmd {
ActionCommand::Add(actor, action, config) => {
world.add_action(actor, action, config);
}
ActionCommand::Stop(actor) => {
world.stop_action(actor);
}
ActionCommand::Next(actor) => {
world.next_action(actor);
}
ActionCommand::Clear(actor) => {
world.clear_actions(actor);
}
}
}
}
pub fn action_builder(&mut self, actor: Entity, config: AddConfig) -> ActionCommandBuilder {
ActionCommandBuilder {
actor,
config,
actions: Vec::default(),
commands: self,
}
}
}
pub struct ActionCommandBuilder<'a> {
actor: Entity,
config: AddConfig,
actions: Vec<Box<dyn Action>>,
commands: &'a mut ActionCommands,
}
impl<'a> ActionCommandBuilder<'a> {
pub fn push(mut self, action: impl IntoAction) -> Self {
self.actions.push(action.into_boxed());
self
}
pub fn reverse(mut self) -> Self {
self.actions.reverse();
self
}
pub fn submit(self) {
for action in self.actions {
self.commands
.0
.push(ActionCommand::Add(self.actor, action, self.config));
}
}
}