@@ -85,35 +85,23 @@ for player controllers, animations, simple AI, etc.
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This month, [ seldom_state] 0.6 was released:
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- Triggers don't need to be registered!
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- - ` StateMachine::new(MachineState) ` has been replaced with
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- ` StateMachine::default() ` , and you must insert the initial state manually
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- - ` MachineState ` requires ` Component ` now instead of ` Bundle `
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- ` MachineState ` and ` Trigger ` no longer require ` Reflect `
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- - ` StateMachine ` 's
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- ` trans_builder(Trigger, Fn(&Trigger::Ok) -> Option<MyNextState>) ` is now
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- ` trans_builder(Trigger, Fn(&MyCurrentState, Trigger::Ok) -> Option<MyNextState>) ` ,
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- so you can take information from the current state when building the next!
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- - ` StateMachine ` no longer tracks the current state, so you may add and remove
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- state components manually, as long as it's still in one state. Manual state
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- changes won't trigger ` on_enter ` etc events. States that aren't used in any
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- transitions can be registered manually with ` StateMachine::with_state ` , else it
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- will think it isn't in a state and panic.
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- - Replaced ` StateMachine ` 's ` insert_on_enter(Bundle) ` and ` remove_on_exit() `
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- with the more versatile ` on_enter(Fn(&mut EntityCommands)) ` ,
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- ` on_exit(Fn(&mut EntityCommands)) ` , ` command_on_enter(Command) ` , and
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- ` command_on_exit(Command) `
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- - ` Trigger ` s may be combined with combinators ` not ` , ` and ` , and ` or `
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+ - ` StateMachine ` 's ` trans_builder ` accepts the current state in the closure, so
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+ you have dataflow between states!
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+ - You may add and remove state components manually
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+ - More versatile ` on_enter ` and ` on_exit ` events
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+ - ` Trigger ` combinators ` not ` , ` and ` , and ` or `
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- Transitions have priority in the order they are added
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- - ` Trigger::trigger ` accepts ` ReadOnlySystemParam ` instead of ` &SystemParam ` , so
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- you can use ` EventReader ` , ` Local ` , etc in your triggers!
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+ - You can use ` EventReader ` , ` Local ` , etc in your triggers!
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- Added an ` EventTrigger<E> ` that triggers on an event
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- - ` StateMachine:: set_trans_logging ` sets whether to log state transitions for
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- debugging.
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+ - ` StateMachine ` 's ` set_trans_logging ` sets whether to log state transitions
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+ - [ And more ] [ changelog ] !
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Thanks to [ Sera] for coauthoring this update!
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[ seldom_state ] : https://github.com/Seldom-SE/seldom_state
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[ Sera ] : https://github.com/deifactor
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+ [ changelog ] : https://github.com/Seldom-SE/seldom_state/blob/main/CHANGELOG.md#06-2023-05-07
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## Popular Workgroup Issues in Github
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