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bevy-state-machines

Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.

中文简介正在准备中。当前显示原文说明。

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包含的文件(2)

  • SKILL.md8.4 KB
  • references/ecs-ownership.md533 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Bevy state machines

When to use

Load this when the app needs a large-scale mode (paused, in a menu, loading) or when one entity needs a small mode flag. Use bevy::state for the first. Use a component for the second. Keep those two owners separate.

ECS shape

  • App states. bevy::state: states are app-wide finite state machines. Three types implement States.
    • Standard states change only by setting the NextState<S> resource.
    • SubStates also use NextState<S>, and are removed from the World when source states are not in the required state.
    • ComputedStates derive from other states through a compute method.
  • Transition schedules. OnEnter<S>, OnExit<S>, and OnTransition<S> run systems on matching transitions. StateTransitionEvent<S> fires when state S changes. Run conditions: in_state<S> and state_changed<S>.
  • Entity lifetime. DespawnOnEnter<S> and DespawnOnExit<S> despawn entities on those transitions (state_scoped).
  • Feature. bevy_state ships in the default bevy app plugins. Install a state with init_state.
  • Per-entity mode. Store an enum in a Component and branch in a system. That enum is not a States type.
[dependencies]
bevy = "0.20"

App modes are States. Gameplay systems use in_state. Pause writes NextState.

#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
    #[default]
    Menu,
    Play,
}

fn show_menu(mut commands: Commands) {
    commands.spawn((Name::new("menu"), DespawnOnExit(AppMode::Menu)));
}

fn spawn_player(mut commands: Commands) {
    commands.spawn((Name::new("player"), Transform::default()));
}

fn request_play(keys: Res<ButtonInput<KeyCode>>, mut next: ResMut<NextState<AppMode>>) {
    if keys.just_pressed(KeyCode::Enter) {
        next.set(AppMode::Play);
    }
}

pub struct ModePlugin;

impl Plugin for ModePlugin {
    fn build(&self, app: &mut App) {
        app.init_state::<AppMode>()
            .add_systems(OnEnter(AppMode::Menu), show_menu)
            .add_systems(OnEnter(AppMode::Play), spawn_player)
            .add_systems(Update, request_play.run_if(in_state(AppMode::Menu)));
    }
}

A pause flag exists only while AppMode::Play is active. SubStates removes it otherwise.

#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
enum AppMode {
    #[default]
    Menu,
    Play,
}

#[derive(SubStates, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
#[source(AppMode = AppMode::Play)]
enum Session {
    #[default]
    Running,
    Paused,
}

fn toggle_pause(
    keys: Res<ButtonInput<KeyCode>>,
    session: Res<State<Session>>,
    mut next: ResMut<NextState<Session>>,
) {
    if keys.just_pressed(KeyCode::Escape) {
        let flipped = match session.get() {
            Session::Running => Session::Paused,
            Session::Paused => Session::Running,
        };
        next.set(flipped);
    }
}

fn install_pause(app: &mut App) {
    app.add_sub_state::<Session>()
        .add_systems(Update, toggle_pause.run_if(in_state(Session::Running)));
}

One actor's stance is a component. It does not change the app state.

#[derive(Component, Clone, Copy, PartialEq, Eq)]
enum Stance {
    Idle,
    Attack,
}

fn begin_attack(keys: Res<ButtonInput<KeyCode>>, mut actors: Query<&mut Stance>) {
    if keys.just_pressed(KeyCode::KeyF) {
        for mut stance in &mut actors {
            *stance = Stance::Attack;
        }
    }
}

Choose the owner

NeedOwner
App mode (menu, pause, play)A States type and NextState<S>
Run logic only in one modein_state or an OnEnter / OnExit / OnTransition schedule
Child mode that exists only inside a parent modeSubStates
Mode derived from other modesComputedStates
One actor's stanceAn enum Component plus a system. Not States unless it is truly app-wide

Scope

  • Install app modes with init_state. Install a child mode with add_sub_state.
  • OnEnter, OnExit, and in_state cover the schedules shown above.
  • A per-entity stance is the Stance component. Animation graphs belong on bevy-animation-graph.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

PieceOwnerWho may mutateSchedule
Data on one entityComponentOne system via QueryUpdate or FixedMain
One value for the whole appResourceOne systemStartup to insert, then the schedule that reads it
SpawnCommandsThe spawning systemStartup for the initial world; later schedules for runtime spawn
Order that must not race.chain()The chained systems onlySame schedule
Plugin boundaryPluginbuild registers systems and resourcesBefore the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you needDo thisDo not
Per-entity dataComponent + QueryA value that is not a component
App-wide config or clockResourceCopy the value onto every entity
Stable simulation stepFixedMain and the Fixed clockTie simulation to raw frame Update
Startup spawnCommands in StartupSpawn from a render system
Cross-system notice that is not shared stateMessage or observer slot in bevy-events-messagingA new event type invented in this file
An API outside the documented setCheck the official docs firstA made-up crate or API

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.

  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.

  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

  • No Godot animation-tree or node state-machine types. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No invented App state-setup methods. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

  • No third-party crates. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0.

Official Documentation

  • Quick Start: ECS - Component and Query for a per-entity mode flag.
  • Examples - Example tree on the latest branch. State examples live in that tree.

Related Skills

Prerequisites

Complements

Downstream / consumers

Master

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