cirnogodot/Scripts/Components/FSM/PlayerFSMState.cs

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using Godot;
namespace Cirno.Scripts.Components.FSM;
public abstract partial class PlayerFSMState : State
{
[Export]
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public PlayerState State { get; private set; }
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public override int StateId => (int)State;
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protected void ChangeState(PlayerState newState)
{
_stateMachine.SetState((int)newState);
}
}