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using System;
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using System.Collections.Generic;
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namespace BITKit.StateMachine
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{
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public interface IState
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{
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bool Enabled { get; set; }
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void Initialize();
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void OnStateEntry(IState old);
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void OnStateUpdate(float deltaTime);
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void OnStateExit(IState old, IState newState);
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}
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public interface IStateMachine<T> where T : IState
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{
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bool Enabled { get; set; }
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T CurrentState { get; set; }
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event Action<T,T> OnStateChanged;
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IDictionary<Type, T> StateDictionary { get; }
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void Initialize();
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void UpdateState(float deltaTime);
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void DisposeState();
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void TransitionState<State>() where State : T;
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void TransitionState(T state);
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}
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}
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