bevy_sequential_actions
is a library for the Bevy game engine that aims to execute a list of actions in a sequential manner. This generally means that one action runs at a time, and when it is done, the next action will start, and so on until the list is empty.
An action is anything that implements the Action
trait, and can be added to any Entity
that contains the ActionsBundle
. Each action must signal when they are finished, which is done by calling next_action
on either Commands
or ActionCommands
.
```rust use bevy::prelude::*;
use bevysequentialactions::*;
fn main() { App::new() .addplugins(MinimalPlugins) .addstartupsystem(setup) .addsystem(wait) .run(); }
fn setup(mut commands: Commands) { // Create entity with ActionsBundle let id = commands.spawn_bundle(ActionsBundle::default()).id();
// Add a single action with default config
commands.add_action(id, WaitAction(1.0), AddConfig::default());
// Add multiple actions with custom config
commands
.action_builder(
id,
AddConfig {
// Add each action to the back of the queue
order: AddOrder::Back,
// Start action if nothing is currently running
start: false,
// Repeat the action
repeat: false,
},
)
.push(WaitAction(2.0))
.push(WaitAction(3.0))
.submit();
}
struct WaitAction(f32);
impl Action for WaitAction { fn add(&mut self, actor: Entity, world: &mut World, commands: &mut ActionCommands) { world.entitymut(actor).insert(Wait(self.0)); }
fn remove(&mut self, actor: Entity, world: &mut World) {
world.entity_mut(actor).remove::<Wait>();
}
fn stop(&mut self, actor: Entity, world: &mut World) {
self.remove(actor, world);
}
}
struct Wait(f32);
fn wait(mut waitq: Query<(Entity, &mut Wait)>, time: Resq.itermut() { wait.0 -= time.deltaseconds(); if wait.0 <= 0.0 { // Action is finished, issue next. commands.next_action(actor); } } } ```
See the examples for more usage.