use std::num::NonZero; use bevy::{ app::{AppExit, Startup, Update}, prelude::*, MinimalPlugins, }; use bevy_dexterous_developer::*; fn terminal_runner(mut app: App) -> AppExit { app.update(); eprintln!("Ready for Input"); for line in std::io::stdin().lines() { let typed: String = line.unwrap_or_default(); if typed == "exit" { println!("Exiting"); return AppExit::Success; } app.update(); } AppExit::Error(NonZero::::new(1).unwrap()) } #[derive(States, Debug, Default, Hash, PartialEq, Eq, Clone)] enum MyState { #[default] Initial, Another, } impl ReplacableType for MyState { fn get_type_name() -> &'static str { "MySerializableResource" } fn to_vec(&self) -> bevy_dexterous_developer::Result> { let value = match self { MyState::Initial => [0], MyState::Another => [1], }; Ok(value.to_vec()) } fn from_slice(val: &[u8]) -> bevy_dexterous_developer::Result { let value = if let Some(val) = val.first() { if *val == 1 { MyState::Another } else { MyState::Initial } } else { MyState::Initial }; Ok(value) } } #[derive(Debug, Default, Hash, PartialEq, Eq, Clone)] struct InAnotherState; impl ComputedStates for InAnotherState { type SourceStates = MyState; fn compute(sources: Self::SourceStates) -> Option { match sources { MyState::Initial => None, MyState::Another => Some(Self), } } } impl ReplacableType for InAnotherState { fn get_type_name() -> &'static str { "InAnotherState" } fn to_vec(&self) -> bevy_dexterous_developer::Result> { Ok(vec![]) } fn from_slice(_: &[u8]) -> bevy_dexterous_developer::Result { Ok(Self) } } reloadable_main!( bevy_main(initial_plugins) { App::new() .add_plugins(initial_plugins.initialize::()) .set_runner(terminal_runner) .setup_reloadable_elements::() .run(); }); fn set_next_state(mut next_state: ResMut>) { println!("In Initial State"); next_state.set(MyState::Another); } fn in_another_state() { println!("In Another State"); } fn startup() { println!("Press Enter to Progress, or type 'exit' to exit"); } reloadable_scope!(reloadable(app) { app .add_systems(Startup, startup) .add_systems(Update, set_next_state.run_if(in_state(MyState::Initial))) .add_systems(Update, in_another_state.run_if(in_state(InAnotherState))) .init_state::() .add_computed_state::(); });