pub struct ActionStateDriver<A: Actionlike> {
    pub action: A,
    pub entity: Entity,
}
Expand description

A component that allows the attached entity to drive the ActionState of the associated entity

Examples

By default, update_action_state_from_interaction uses this component in order to connect bevy::ui buttons to the corresponding ActionState.

use bevy::prelude::*;
use leafwing_input_manager::prelude::*;

#[derive(Actionlike, Clone, Copy)]
enum DanceDance {
    Left,
    Right,
    Up,
    Down,
}

// Spawn entity to track dance inputs
let mut world = World::new();
let dance_tracker = world
    .spawn()
    .insert(ActionState::<DanceDance>::default())
    .id();

// Spawn a button, which is wired up to the dance tracker
// When used with InputManagerPlugin<DanceDance>, this button will press the DanceDance::Left action when it is pressed.
world
    .spawn()
    .insert_bundle(ButtonBundle::default())
    // This component links the button to the entity with the `ActionState` component
    .insert(ActionStateDriver {
        action: DanceDance::Left,
        entity: dance_tracker,
    });

Writing your own systems that use the ActionStateDriver component is easy, although this should be reserved for cases where the entity whose value you want to check is distinct from the entity whose ActionState you want to set. Check the source code of update_action_state_from_interaction for an example of how this is done.

Fields

action: A

The action triggered by this entity

entity: Entity

The entity whose action state should be updated

Trait Implementations

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Auto Trait Implementations

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