@@ -18,27 +18,29 @@ pub trait AppExtStates {
1818 ///
1919 /// This method is idempotent: it has no effect when called again using the same generic type.
2020 ///
21- /// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`], [`OnTransition`] and [`OnExit`] schedules.
22- /// These schedules are triggered before [`Update`](crate::Update) and at startup.
21+ /// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`](crate::state::OnEnter),
22+ /// [`OnTransition`](crate::state::OnTransition) and [`OnExit`](crate::state::OnExit) schedules.
23+ /// These schedules are triggered before [`Update`](bevy_app::main_schedule::Update) and at startup.
2324 ///
2425 /// If you would like to control how other systems run based on the current state, you can
25- /// emulate this behavior using the [`in_state`] [`Condition`].
26+ /// emulate this behavior using the [`in_state`](crate::condition::in_state) [`Condition`](bevy_ecs::prelude::Condition) .
2627 ///
2728 /// Note that you can also apply state transitions at other points in the schedule
28- /// by triggering the [`StateTransition`](`bevy_ecs::schedule:: StateTransition` ) schedule manually.
29+ /// by triggering the [`StateTransition`](struct@ StateTransition) schedule manually.
2930 fn init_state < S : FreelyMutableState + FromWorld > ( & mut self ) -> & mut Self ;
3031
3132 /// Inserts a specific [`State`] to the current [`App`] and overrides any [`State`] previously
3233 /// added of the same type.
3334 ///
34- /// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`], [`OnTransition`] and [`OnExit`] schedules.
35- /// These schedules are triggered before [`Update`](crate::Update) and at startup.
35+ /// Adds [`State<S>`] and [`NextState<S>`] resources, and enables use of the [`OnEnter`](crate::state::OnEnter),
36+ /// [`OnTransition`](crate::state::OnTransition) and [`OnExit`](crate::state::OnExit) schedules.
37+ /// These schedules are triggered before [`Update`](bevy_app::main_schedule::Update) and at startup.
3638 ///
3739 /// If you would like to control how other systems run based on the current state, you can
38- /// emulate this behavior using the [`in_state`] [`Condition`].
40+ /// emulate this behavior using the [`in_state`](crate::condition::in_state) [`Condition`](bevy_ecs::prelude::Condition) .
3941 ///
4042 /// Note that you can also apply state transitions at other points in the schedule
41- /// by triggering the [`StateTransition`](`bevy_ecs::schedule:: StateTransition` ) schedule manually.
43+ /// by triggering the [`StateTransition`](struct@ StateTransition) schedule manually.
4244 fn insert_state < S : FreelyMutableState > ( & mut self , state : S ) -> & mut Self ;
4345
4446 /// Sets up a type implementing [`ComputedStates`].
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