Game stats that reset every frame, inspired by immediate mode rendering.
This makes it easy to implement temporary buffs/debuffs, and effects that change over time. Using a derive macro, stat resets are propagated to any stat fields, making it easy to compose stats into more complex objects.
#[derive(StatContainer)]
struct Speed(Stat);
fn main() {
let mut speed = Speed(Stat::new(10)); // Set base speed to 10.
loop {
speed.0 *= 2.0; // Applies a multiplier to the final result.
speed.0 += 5; // Adds a bonus to the final result.
// The order does not matter, bonuses are always applied before multipliers.
assert_eq!(speed.0.total(), 30); // (10 + 5) * 2 = 30
speed.reset_modifiers(); // Reset bonus and multiplier, so speed is back to 10.
}
}
There is build-in integration with the Bevy Engine via the bevy
feature flag.
This adds plugins for resetting StatContainer
components and resources.
#[derive(StatContainer, Component, Resource)]
struct Speed(Stat);
fn main() {
App::new()
.add_plugins((
ImmediateStatsPlugin,
ResetComponentPlugin::<Speed>::new(),
ResetResourcePlugin::<Speed>::new(),
))
.run();
}
If you use Bevy Butler, you can also use the bevy_butler
feature flag.
This automatically registers the required system(s) using the add_component
attribute
or the existing insert_resource
macro.
fn main() {
App::new().add_plugins((ImmediateStatsPlugin, MyPlugin)).run();
}
#[butler_plugin]
struct MyPlugin;
// `StatContainer` derive adds the `add_component` attribute
// and hooks into the existing `insert_resource` macro.
#[derive(StatContainer, Component, Resource)]
#[add_component(plugin = MyPlugin)] // Adds `reset_component_modifiers` system.
#[insert_resource(plugin = MyPlugin)] // Adds `reset_resource_modifiers` system.
struct Speed(Stat);
Bevy | Immediate Stats |
---|---|
0.16 |
0.1 |