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use std::mem; | |
use self::State::*; | |
use self::Transaction::*; | |
fn main() { | |
let mut player = Player::new(); | |
println!("{:?}", player); // state == One | |
player.collision(Run); // state == Two | |
println!("{:?}", player); | |
player.collision(Go); // state = Three | |
println!("{:?}", player); | |
player.collision(Jump); // state = One | |
println!("{:?}", player); | |
if let One { active: true, name } = player.state { | |
println!("State is One and active = true, name: {name}"); | |
} | |
} | |
#[derive(Debug)] | |
struct Player { | |
state: State, | |
} | |
impl Player { | |
fn new() -> Self { | |
Self { | |
state: One { active: true, name: "rust" }, | |
} | |
} | |
fn collision(&mut self, transaction: Transaction) { | |
self.state(|state| { | |
match (state, &transaction) { | |
(One { .. }, Run) => Two, | |
(Two, Go) => Three, | |
(Three, Jump) => One { active: true, name: "rust collision" }, | |
(state, _) => state, | |
} | |
}); | |
} | |
fn state(&mut self, mut call: impl FnMut(State) -> State) { | |
let default_state = One { active: false, name: "" }; | |
let curr_state = mem::replace(&mut self.state, default_state); | |
self.state = call(curr_state); | |
} | |
} | |
#[derive(Debug)] | |
enum State { | |
One { active: bool, name: &'static str }, | |
Two, | |
Three, | |
} | |
enum Transaction { | |
Go, | |
Run, | |
Jump, | |
} |
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