diff --git a/content/news/046/index.md b/content/news/046/index.md index e68841b56..11b57dec3 100644 --- a/content/news/046/index.md +++ b/content/news/046/index.md @@ -196,6 +196,34 @@ repeating slices of an image on a pixel buffer. [blit-0-8]: https://github.com/tversteeg/blit/releases/tag/v0.8.0 [blit-web-show]: https://tversteeg.nl/blit/showcase +### [seldom_state] + +[seldom_state] is a Bevy plugin that adds a `StateMachine` component that you +can add to your entities. The state machine will change the entity's components +based on states, triggers, and transitions that you define. It's useful +for player controllers, animations, simple AI, etc. + +This month, [seldom_state] 0.6 was released: + +- Triggers don't need to be registered! +- `MachineState` and `Trigger` no longer require `Reflect` +- `StateMachine`'s `trans_builder` accepts the current state in the closure, so + you have dataflow between states! +- You may add and remove state components manually +- More versatile `on_enter` and `on_exit` events +- `Trigger` combinators `not`, `and`, and `or` +- Transitions have priority in the order they are added +- You can use `EventReader`, `Local`, etc in your triggers! +- Added an `EventTrigger` that triggers on an event +- `StateMachine`'s `set_trans_logging` sets whether to log state transitions +- [And more][changelog]! + +Thanks to [Sera] for coauthoring this update! + +[seldom_state]: https://github.com/Seldom-SE/seldom_state +[Sera]: https://github.com/deifactor +[changelog]: https://github.com/Seldom-SE/seldom_state/blob/main/CHANGELOG.md#06-2023-05-07 + ## Popular Workgroup Issues in Github