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22
Assets/Darkmatter/Code/Domain/StateMachine/State.cs
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22
Assets/Darkmatter/Code/Domain/StateMachine/State.cs
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using Darkmatter.Core;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public abstract class State<T> : IState
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{
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protected readonly T runner;
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protected State(T runner)
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{
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this.runner = runner;
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}
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public virtual void Enter() { }
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public virtual void Exit() { }
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public virtual void Update() { }
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public virtual void LateUpdate() { }
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}
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}
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2
Assets/Darkmatter/Code/Domain/StateMachine/State.cs.meta
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2
Assets/Darkmatter/Code/Domain/StateMachine/State.cs.meta
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fileFormatVersion: 2
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guid: 8e1f935f13391ea4b8a18a2c680cdcf9
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27
Assets/Darkmatter/Code/Domain/StateMachine/StateMachine.cs
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27
Assets/Darkmatter/Code/Domain/StateMachine/StateMachine.cs
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using Darkmatter.Core;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public abstract class StateMachine
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{
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public IState CurrentState { get; private set; }
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public void ChangeState(IState state)
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{
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CurrentState?.Exit();
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CurrentState = state;
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CurrentState?.Enter();
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}
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public void Update()
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{
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CurrentState.Update();
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}
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public void LateUpdate()
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{
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CurrentState.LateUpdate();
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: cda261417aa4df34eb86c2271ab5f6d5
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