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use bevy_ecs::prelude::*;
use crate::*;
#[derive(Default)]
pub struct ActionCommands(Vec<ActionCommand>);
impl<'a> ActionsProxy<'a> for ActionCommands {
type Modifier = EntityActions<'a>;
fn actions(&'a mut self, entity: Entity) -> EntityActions<'a> {
EntityActions {
entity,
config: AddConfig::default(),
actions: Vec::new(),
commands: self,
}
}
}
pub struct EntityActions<'a> {
entity: Entity,
config: AddConfig,
actions: Vec<(Box<dyn Action>, AddConfig)>,
commands: &'a mut ActionCommands,
}
enum ActionCommand {
Add(Entity, Box<dyn Action>, AddConfig),
Next(Entity),
Finish(Entity),
Pause(Entity),
Stop(Entity, StopReason),
Clear(Entity),
}
impl ModifyActions for EntityActions<'_> {
fn config(mut self, config: AddConfig) -> Self {
self.config = config;
self
}
fn add(self, action: impl IntoAction) -> Self {
self.commands.0.push(ActionCommand::Add(
self.entity,
action.into_boxed(),
self.config,
));
self
}
fn next(self) -> Self {
self.commands.0.push(ActionCommand::Next(self.entity));
self
}
fn finish(self) -> Self {
self.commands.0.push(ActionCommand::Finish(self.entity));
self
}
fn pause(self) -> Self {
self.commands.0.push(ActionCommand::Pause(self.entity));
self
}
fn stop(self, reason: StopReason) -> Self {
self.commands
.0
.push(ActionCommand::Stop(self.entity, reason));
self
}
fn clear(self) -> Self {
self.commands.0.push(ActionCommand::Clear(self.entity));
self
}
fn push(mut self, action: impl IntoAction) -> Self {
self.actions.push((action.into_boxed(), self.config));
self
}
fn reverse(mut self) -> Self {
self.actions.reverse();
self
}
fn submit(mut self) -> Self {
for (action, config) in self.actions.drain(..) {
self.commands
.0
.push(ActionCommand::Add(self.entity, action, config));
}
self
}
}
impl ActionCommands {
pub(super) fn apply(self, world: &mut World) {
for cmd in self.0 {
match cmd {
ActionCommand::Add(entity, action, config) => {
world.actions(entity).config(config).add(action);
}
ActionCommand::Next(entity) => {
world.actions(entity).next();
}
ActionCommand::Finish(entity) => {
world.actions(entity).finish();
}
ActionCommand::Pause(entity) => {
world.actions(entity).pause();
}
ActionCommand::Stop(entity, reason) => {
world.actions(entity).stop(reason);
}
ActionCommand::Clear(entity) => {
world.actions(entity).clear();
}
}
}
}
}