Essentials + extra crap
Loadings Startups Movement Camera
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// <auto-generated/>
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#pragma warning disable CS0105
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using Code.Infrastructure.StateMachine;
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using Code.Infrastructure.App.States;
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using Code.Infrastructure.App.States;
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using Code.Infrastructure.App.States;
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#pragma warning restore CS0105
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namespace Code.Infrastructure.App
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{
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public partial class AppStateMachine : AbstractStateMachine<Code.Infrastructure.App.AppStates,Code.Infrastructure.App.AppStateMachineContext>
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{
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public AppStateMachine(Code.Infrastructure.App.AppStateMachineContext context, EventBus.EventBus eventBus) : base(context)
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{
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var stateBootstrapState = new BootstrapState(StateMachineContext,eventBus);
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States.Add(stateBootstrapState.myState, stateBootstrapState);
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var stateGameplayState = new GameplayState(StateMachineContext,eventBus);
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States.Add(stateGameplayState.myState, stateGameplayState);
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var stateMainMenuState = new MainMenuState(StateMachineContext,eventBus);
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States.Add(stateMainMenuState.myState, stateMainMenuState);
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}
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protected override bool CheckTransitionAllowed(Code.Infrastructure.App.AppStates nextState) => AllowedStates.HasFlag(nextState);
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protected override void ResetAllowedTransitions() => AllowedStates = 0;
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}
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public static class AppStateMachineExtensions
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{
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public static AbstractStateMachine<Code.Infrastructure.App.AppStates, Code.Infrastructure.App.AppStateMachineContext> AllowStateTransition(
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this AbstractStateMachine<Code.Infrastructure.App.AppStates, Code.Infrastructure.App.AppStateMachineContext> stateMachine, Code.Infrastructure.App.AppStates state)
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{
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if (stateMachine == null) return null;
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stateMachine.AllowedStates |= state;
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return stateMachine;
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}
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}
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}
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