cirnogodot/Scripts/Components/FSM/IState.cs

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using Godot;
namespace Cirno.Scripts.Components.FSM;
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public interface IState<TKey, [MustBeVariant] TType>
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where TKey : notnull
where TType : Node
{
public TKey StateId { get; }
public IStateMachine<TKey, TType> StateMachine { get; }
public void Init(IStateMachine<TKey, TType> machine);
public void EnterState();
public void ExitState();
public void ProcessState(double delta);
public void PhysicsProcessState(double delta);
}