6 releases (breaking)
0.6.0 | Feb 17, 2024 |
---|---|
0.5.0 | Nov 4, 2023 |
0.4.0 | Jul 27, 2023 |
0.3.0 | Mar 10, 2023 |
0.1.0 | Aug 7, 2022 |
#1402 in Game dev
23KB
280 lines
Bevy Simple State Machine
Plugin for the Bevy Engine which implements a rudimentary animation state machine system.
To use this, you have to add the SimpleStateMachinePlugin
to you app:
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(SimpleStateMachinePlugin::new());
And then insert an AnimationStateMachine
component on your entities:
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
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 |
Dependencies
~19–46MB
~742K SLoC