Теперь Addressables и UniTask в InstantiateAsync и прочих процессах
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@@ -7,6 +7,7 @@ namespace Code.App.StateMachine
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{
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public override void Initialize()
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{
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States.Add(AppState.Bootstrap, new BootstrapState(StateMachineContext));
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States.Add(AppState.MainMenu, new MainMenuState(StateMachineContext));
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States.Add(AppState.Gameplay, new GameplayState(StateMachineContext));
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States.Add(AppState.GameOver, new GameOverState(StateMachineContext));
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@@ -16,6 +17,8 @@ namespace Code.App.StateMachine
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AllowedStates |= AppState.MainMenu;
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AllowedStates |= AppState.Gameplay;
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AllowedStates |= AppState.MovementDev;
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CurrentBaseState = States[AppState.Bootstrap];
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}
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protected override bool CheckTransitionAllowed(AppState nextState) => AllowedStates.HasFlag(nextState);
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