bevyengine / bevyengine/bevy

More state driven entity disabling components

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#24,156 1 comment 1 reaction 0 assignees View on GitHub
A-States C-Usability D-Straightforward S-Ready-For-Implementation
Dominant language
Rust
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Description

## What problem does this solve or what need does it fill?

Addendum to #24142, as suggested by @chescock on the [bevy discord](https://discord.com/channels/691052431525675048/749335865876021248/1501592135525208201)

> Oh, that looks like a nice pattern! I see it's already merged, but I had a thought: The example there has both EnableOnEnter(GameState::InGame) and DisableOnExit(GameState::InGame). Do we expect those to always be paired? If so, it might be more convenient to have a single EnabledIn(GameState::InGame) component that handles both adding and removing Disabled (along with DisabledIn(S) and EnabledWhen(impl Fn(S) -> bool) for the other cases).

I would prefer to keep the previous components if we're doing this for more fine grained control, but otherwise I agree with the convenience of the proposed components.

## What solution would you like?

Add
- `EnabledIn`
Entity will only be enabled when in the given state
- `DisabledIn`
Entity will be disabled when in the given state, and re-enabled when it's left
- `EnabledWhen`
Same as `EnabledIn` but uses a predicate
- `DisabledWhen`
Same as `DisabledIn` but uses a predicate

I'm not totally sold on the names as semantically they aren't far enough away from the existing components to denote their purpose, so bikeshedding welcome.

## What alternative(s) have you considered?

Keep as is and advice users to combine the previous components

Contributor guide

Open the contributing guide

Research direction

Start by reading issue #24142 and the existing EnableOnEnter and DisableOnExit components it introduced. Clarify the names and intended state-transition behavior for EnabledIn, DisabledIn, EnabledWhen, and DisabledWhen, then verify that the paired enable/disable and predicate semantics are covered.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Quiet
Clarity
Mostly clear
Newbie friendliness
45/100

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