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N46: seldom_state (rust-gamedev#1383)
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‎content/news/046/index.md

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@@ -196,6 +196,34 @@ repeating slices of an image on a pixel buffer.
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[blit-0-8]: https://github.com/tversteeg/blit/releases/tag/v0.8.0
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[blit-web-show]: https://tversteeg.nl/blit/showcase
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### [seldom_state]
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[seldom_state] is a Bevy plugin that adds a `StateMachine` component that you
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can add to your entities. The state machine will change the entity's components
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based on states, triggers, and transitions that you define. It's useful
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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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- `MachineState` and `Trigger` no longer require `Reflect`
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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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- 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`'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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<!-- Up to 10 links to interesting issues -->

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