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use crate;
use ;
/// A [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying system that returns `true`
/// if the state machine exists.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_state::prelude::*;
/// # use bevy_app::{App, Update};
/// # use bevy_state::app::StatesPlugin;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = App::new();
/// # app
/// # .init_resource::<Counter>()
/// # .add_plugins(StatesPlugin);
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// app.add_systems(Update,
/// // `state_exists` will only return true if the
/// // given state exists
/// my_system.run_if(state_exists::<GameState>),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `GameState` does not yet exist so `my_system` won't run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 0);
///
/// app.init_state::<GameState>();
///
/// // `GameState` now exists so `my_system` will run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 1);
/// ```
/// Generates a [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying closure that returns `true`
/// if the state machine is currently in `state`.
///
/// Will return `false` if the state does not exist or if not in `state`.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_state::prelude::*;
/// # use bevy_app::{App, Update};
/// # use bevy_state::app::StatesPlugin;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = App::new();
/// # app
/// # .init_resource::<Counter>()
/// # .add_plugins(StatesPlugin);
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// app
/// .init_state::<GameState>()
/// .add_systems(Update, (
/// // `in_state` will only return true if the
/// // given state equals the given value
/// play_system.run_if(in_state(GameState::Playing)),
/// pause_system.run_if(in_state(GameState::Paused)),
/// ));
///
/// fn play_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// fn pause_system(mut counter: ResMut<Counter>) {
/// counter.0 -= 1;
/// }
///
/// // We default to `GameState::Playing` so `play_system` runs
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 1);
///
/// app.insert_state(GameState::Paused);
///
/// // Now that we are in `GameState::Pause`, `pause_system` will run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 0);
/// ```
+ Clone
/// A [`SystemCondition`](bevy_ecs::prelude::SystemCondition)-satisfying system that returns `true`
/// if the state machine changed state.
///
/// To do things on transitions to/from specific states, use their respective OnEnter/OnExit
/// schedules. Use this run condition if you want to detect any change, regardless of the value.
///
/// Returns false if the state does not exist or the state has not changed.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_state::prelude::*;
/// # use bevy_state::app::StatesPlugin;
/// # use bevy_app::{App, Update};
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = App::new();
/// # app
/// # .init_resource::<Counter>()
/// # .add_plugins(StatesPlugin);
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// app
/// .init_state::<GameState>()
/// .add_systems(Update,
/// // `state_changed` will only return true if the
/// // given states value has just been updated or
/// // the state has just been added
/// my_system.run_if(state_changed::<GameState>),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `GameState` has just been added so `my_system` will run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 1);
///
/// // `GameState` has not been updated so `my_system` will not run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 1);
///
/// app.insert_state(GameState::Paused);
///
/// // Now that `GameState` has been updated `my_system` will run
/// app.update();
/// assert_eq!(app.world().resource::<Counter>().0, 2);
/// ```