amethyst.rs state machine generator macro.
Made exactly for abstracting over update/handle_events
method parameters.
state_machine!(StateMachine; State; _world: &mut World, _something: &mut f64);
Will generate StateMachine struct and trait for using with State trait implementations all methods of which should take &mut World
and &mut f64
as parameters.
Or something like this:
state_machine!(
PlayerStateMachine;
PlayerState;
_mv: &mut MovingObject,
_bb: &mut HasAABB,
_anim: &mut HasAnimationSequence,
_rend: &mut Renderable,
_dir: &Directional,
_pi: &PlayerInput,
_delta: &DeltaTime
);