refactor(examples): use bevy_controls_derive::GameState

This commit is contained in:
nativerv
2024-02-17 05:22:04 +03:00
parent e833546669
commit 05b9c0b9cd
@@ -7,14 +7,15 @@
use bevy::{ecs::schedule::States, prelude::*};
use bevy_controls::{
contract::{
Action, ActionInner, GameState, GameStateInner, InputsContainer, InputsContainerInner,
InputsContainer, InputsContainerInner,
},
plugin::ControlsPlugin,
resource::{Binding, ButtonCombination, Controls, InputType, InputValue, PlayerInputs},
};
use strum_macros::EnumIter;
use bevy_controls_derive::{Action, GameState};
#[derive(PartialEq, Eq, Hash, EnumIter, Clone, Copy, Debug, bevy_controls_derive::Action)]
#[derive(PartialEq, Eq, Hash, EnumIter, Clone, Copy, Debug, Action)]
enum MyAction {
Forward,
Back,
@@ -23,16 +24,12 @@ enum MyAction {
Up,
}
#[derive(States, PartialEq, Eq, Clone, Hash, Debug, Default)]
#[derive(States, PartialEq, Eq, Clone, Hash, Debug, Default, GameState)]
enum MyGameState {
#[default]
InGame,
}
impl GameState for MyGameState {}
impl GameStateInner for MyGameState {}
#[derive(Resource, Default, Clone, Debug)]
struct MyInputsContainer {
// When the game does not provide multiplayer, one field is enough