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https://github.com/lucarickler/bevy-simple-state-machine

Rudimentary animation state machine system for Bevy Engine
https://github.com/lucarickler/bevy-simple-state-machine

bevy-plugin rust

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Rudimentary animation state machine system for Bevy Engine

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# Bevy Simple State Machine

[![Crates.io](https://img.shields.io/crates/v/bevy-simple-state-machine)](https://crates.io/crates/bevy-simple-state-machine)
[![docs](https://docs.rs/bevy-simple-state-machine/badge.svg)](https://docs.rs/bevy-simple-state-machine/)
[![MIT/Apache 2.0](https://img.shields.io/badge/license-MIT%2FApache-blue.svg)](./LICENSE)

Plugin for the [Bevy Engine](https://bevyengine.org) which implements
a rudimentary animation state machine system.

To use this, you have to add the `SimpleStateMachinePlugin` to you app:

```rust
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(SimpleStateMachinePlugin::new());
```

And then insert an `AnimationStateMachine` component on your entities:

```rust
fn setup(mut commands: Commands) {
let starting_state = "idle";
let my_states_map = HashMap::from([
("idle".to_string(), AnimationState{
name: "idle".to_string(),
clip: idle_clip_handle,
interruptible: true,
}),
("run".to_string(), AnimationState{
name: "run".to_string(),
clip: run_clip_handle,
interruptible: true,
}),
]);
let my_states_transitions_vec = vec![
StateMachineTransition::immediate(
AnimationStateRef::from_string("idle"),
AnimationStateRef::from_string("run"),
StateMachineTrigger::from(|vars| vars["run"].is_bool(true)),
),
];
let state_machine_vars = HashMap::from([
("run".to_string(), StateMachineVariableType::Bool(false)),
]);

commands.spawn_bundle(SpatialBundle::default())
.insert(AnimationPlayer::default())
.insert(AnimationStateMachine::new(
starting_state,
my_states_map,
my_states_transitions_vec,
state_machine_vars,
));
}
```

And then you can control it changing the values of the state machine variables

```rust
state_machine.update_variable("run", StateMachineVariableType::Bool(true));
```

## Currently supported features:

- Custom transition conditions
- Transitions from wildcard state AnyState
- Events emitted on transition end
- Internal state machine variables

Currently, transitions end on the same frame they are triggered.

---
## Bevy Compatibility:

| Bevy Version | Plugin Version |
|--------------|----------------------|
| `0.13` | `main` |
| `0.13` | `0.6.0` |
| `0.12` | `0.5.0` |
| `0.11` | `0.4.0` |
| `0.10` | `0.3.0` |
| `0.9` | `0.2.0` |
| `0.8` | `0.1.0` |