using System; using System.Collections; using System.Collections.Generic; using BITKit.Game; using BITKit.StateMachine; using UnityEngine; namespace BITFALL.Game { public abstract class GameState:IGameState { bool IState.Enabled { get; set; } public virtual void Initialize() { } public virtual void OnStateEntry(IState old) { } public virtual void OnStateUpdate(float deltaTime) { } public virtual void OnStateExit(IState old, IState newState) { } } [Serializable] public sealed class GameInMenuState : GameState,IGameMenuState { } [Serializable] public sealed class GameLoadingState : GameState,IGameLoadingState { } [Serializable] public sealed class GameInPlayState : GameState,IGamePlayingState { } }