using Code.App.StateMachine; using Code.Gameplay.Camera; using Code.Input; using Code.Scenes; using Code.StateMachine; namespace Code.App.AppStates { //TODO: поменяно для теста public class MovementDevState: BaseState { public MovementDevState(AppStateMachineContext context) : base(context) { } public override void EnterState() { // Context.SceneLoaderService.LoadScene((int)SceneIds.MovementDev, SceneLoaded); Context.InputService.EnableMap(ActionMappings.Gameplay); Context.CameraStateMachine.SwitchState(CameraMode.FirstPerson); } private void SceneLoaded() { base.EnterState(); } public override void Tick() { } public override void ExitState() { Context.InputService.DisableMap(ActionMappings.Gameplay); base.ExitState(); } } }