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/*!
<div align="center">
# Bevy Sequential Actions
[](https://crates.io/crates/bevy-sequential-actions)
[](https://github.com/hikikones/bevy-sequential-actions)
[](https://github.com/hikikones/bevy-sequential-actions#license)
A simple library for managing and sequencing various actions in [Bevy](https://bevyengine.org).
<figure>
<img src="https://github.com/user-attachments/assets/66b5b15e-96af-47bd-9371-eee8809d1294"/>
<p><em>An entity with a queue of repeating actions</em></p>
</figure>
</div>
## 📜 Getting Started
#### Plugin
The quickest way for getting started is adding the [`SequentialActionsPlugin`] to your [`App`].
```rust,no_run
# use bevy_ecs::prelude::*;
# use bevy_app::prelude::*;
use bevy_sequential_actions::*;
#
# struct DefaultPlugins;
# impl Plugin for DefaultPlugins { fn build(&self, _app: &mut App) {} }
fn main() {
App::new()
.add_plugins((DefaultPlugins, SequentialActionsPlugin))
.run();
}
```
#### Implementing an Action
An action is anything that implements the [`Action`] trait.
The trait contains various methods that together defines the _lifecycle_ of an action.
From this, you can create any action that can last as long as you like,
and do as much as you like.
An entity with actions is referred to as an `agent`.
A simple wait action follows.
```rust,no_run
# use bevy_ecs::prelude::*;
# use bevy_sequential_actions::*;
#
# struct Time;
# impl Resource for Time {}
# impl Time { fn delta_seconds(&self) -> f32 { 0.0 } }
#
pub struct WaitAction {
duration: f32, // Seconds
remaining: Option<f32>, // None
}
impl Action for WaitAction {
// By default, this method is called every frame in the Last schedule.
fn is_finished(&self, agent: Entity, world: &World) -> bool {
// Determine if wait timer has reached zero.
world.get::<WaitTimer>(agent).unwrap().0 <= 0.0
}
// This method is called when an action is started.
fn on_start(&mut self, agent: Entity, world: &mut World) -> bool {
// Take remaining time (if paused), or use full duration.
let duration = self.remaining.take().unwrap_or(self.duration);
// Run the wait timer system on the agent.
world.entity_mut(agent).insert(WaitTimer(duration));
// Is action already finished?
// Returning true here will immediately advance the action queue.
self.is_finished(agent, world)
}
// This method is called when an action is stopped.
fn on_stop(&mut self, agent: Option<Entity>, world: &mut World, reason: StopReason) {
// Do nothing if agent has been despawned.
let Some(agent) = agent else { return };
// Take the wait timer component from the agent.
let wait_timer = world.entity_mut(agent).take::<WaitTimer>();
// Store remaining time when paused.
if reason == StopReason::Paused {
self.remaining = Some(wait_timer.unwrap().0);
}
}
// Optional. This method is called when an action is added to the queue.
fn on_add(&mut self, agent: Entity, world: &mut World) {}
// Optional. This method is called when an action is removed from the queue.
fn on_remove(&mut self, agent: Option<Entity>, world: &mut World) {}
// Optional. The last method that is called with full ownership.
fn on_drop(self: Box<Self>, agent: Option<Entity>, world: &mut World, reason: DropReason) {}
}
#[derive(Component)]
struct WaitTimer(f32);
fn wait_system(mut wait_timer_q: Query<&mut WaitTimer>, time: Res<Time>) {
for mut wait_timer in &mut wait_timer_q {
wait_timer.0 -= time.delta_seconds();
}
}
```
#### Managing Actions
Actions can be added to any [`Entity`] with the [`SequentialActions`] marker component.
Adding and managing actions is done through the [`actions(agent)`](ActionsProxy::actions)
extension method implemented for both [`Commands`] and [`World`].
See the [`ManageActions`] trait for available methods.
```rust,no_run
# use bevy_app::AppExit;
# use bevy_ecs::prelude::*;
# use bevy_sequential_actions::*;
#
# struct EmptyAction;
# impl Action for EmptyAction {
# fn is_finished(&self, _a: Entity, _w: &World) -> bool { true }
# fn on_start(&mut self, _a: Entity, _w: &mut World) -> bool { true }
# fn on_stop(&mut self, _a: Option<Entity>, _w: &mut World, _r: StopReason) {}
# }
#
fn setup(mut commands: Commands) {
# let action_a = EmptyAction;
# let action_b = EmptyAction;
# let action_c = EmptyAction;
# let action_d = EmptyAction;
# let action_e = EmptyAction;
# let action_f = EmptyAction;
#
// Spawn entity with the marker component
let agent = commands.spawn(SequentialActions).id();
commands
.actions(agent)
// Add a single action
.add(action_a)
// Add more actions with a tuple
.add((action_b, action_c))
// Add a collection of actions
.add(actions![action_d, action_e, action_f])
// Add an anonymous action with a closure
.add(|_agent, world: &mut World| -> bool {
// on_start
world.write_message(AppExit::Success);
true
});
}
```
#### ⚠️ Warning
Since you are given a mutable [`World`], you can in practice do _anything_.
Depending on what you do, the logic for advancing the action queue might not work properly.
There are a few things you should keep in mind:
* If you want to despawn an `agent` as an action, this should be done in [`on_start`](`Action::on_start`).
* The [`execute`](`ManageActions::execute`) and [`next`](`ManageActions::next`) methods should not be used,
as that will immediately advance the action queue while inside any of the trait methods.
Instead, you should return `true` in [`on_start`](`Action::on_start`).
* When adding new actions, you should set the [`start`](`ManageActions::start`) property to `false`.
Otherwise, you will effectively call [`execute`](`ManageActions::execute`) which, again, should not be used.
At worst, you will cause a **stack overflow** if the action adds itself.
```rust,no_run
# use bevy_ecs::prelude::*;
# use bevy_sequential_actions::*;
# struct EmptyAction;
# impl Action for EmptyAction {
# fn is_finished(&self, _a: Entity, _w: &World) -> bool { true }
# fn on_start(&mut self, _a: Entity, _w: &mut World) -> bool { true }
# fn on_stop(&mut self, _a: Option<Entity>, _w: &mut World, _r: StopReason) {}
# }
# struct TestAction;
# impl Action for TestAction {
# fn is_finished(&self, _a: Entity, _w: &World) -> bool { true }
fn on_start(&mut self, agent: Entity, world: &mut World) -> bool {
# let action_a = EmptyAction;
# let action_b = EmptyAction;
# let action_c = EmptyAction;
world
.actions(agent)
.start(false) // Do not start next action
.add((action_a, action_b, action_c));
// Immediately advance the action queue
true
}
# fn on_stop(&mut self, _a: Option<Entity>, _w: &mut World, _r: StopReason) {}
# }
```
*/
use ;
use *;
use ;
use ;
use ;
pub use *;
pub use *;
pub use *;
pub use *;
/// A boxed [`Action`].
pub type BoxedAction = ;
/// Marker component for entities with actions.
///
/// This component is all that is needed for spawning an agent that you can add actions to.
/// Required components will bring in the necessary components,
/// namely [CurrentAction] and [ActionQueue].
///
/// If you do not care for the marker,
/// or perhaps don't want to use required components,
/// there is still the [ActionsBundle] for spawning an agent as before.
;
/// The component bundle that all entities with actions must have.
/// The current action for an `agent`.
;
/// The action queue for an `agent`.
;
/// Configuration for actions to be added.
/// The queue order for actions to be added.
/// The reason why an [`Action`] was stopped.
/// The reason why an [`Action`] was dropped.