feat: serialized state machine & states
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@ -1,14 +1,14 @@
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using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Systems.StateMachine;
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public interface IState
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public interface IState : IEntity, INameable
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{
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event StateUpdateEventHandler? OnStateUpdate;
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event StateTransitionedFromEventHandler? OnStateTransitionedFrom;
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event StateTransitionedToEventHandler? OnStateTransitionedTo;
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event StateTransitionReadyEventHandler? OnStateTransitionReady;
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string Name { get; }
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IState? GetNextState();
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void Update();
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@ -2,19 +2,33 @@ using Syntriax.Engine.Core;
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namespace Syntriax.Engine.Systems.StateMachine;
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public class State : IState
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public class State : BaseEntity, IState
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{
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public event IState.StateUpdateEventHandler? OnStateUpdate = null;
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public event IState.StateTransitionedFromEventHandler? OnStateTransitionedFrom = null;
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public event IState.StateTransitionedToEventHandler? OnStateTransitionedTo = null;
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public event IState.StateTransitionReadyEventHandler? OnStateTransitionReady = null;
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public event INameable.NameChangedEventHandler? OnNameChanged = null;
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private readonly List<StateTransition> transitions = [];
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private readonly Dictionary<string, StateTransition> possibleTransitions = [];
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private string _name = "Default State Name";
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public string Name { get; set; } = "Default State Name";
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public IReadOnlyList<StateTransition> Transitions => transitions;
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public IReadOnlyDictionary<string, StateTransition> PossibleTransitions => possibleTransitions;
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public string Name
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{
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get => _name;
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set
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{
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if (_name.CompareTo(value) == 0)
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return;
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string previousName = _name;
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_name = value;
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OnNameChanged?.Invoke(this, previousName);
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}
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}
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public void RemoveTransition(string name)
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{
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@ -7,10 +7,24 @@ public abstract class StateBehaviourBase : Behaviour, IState
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public event IState.StateUpdateEventHandler? OnStateUpdate = null;
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public event IState.StateTransitionedFromEventHandler? OnStateTransitionedFrom = null;
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public event IState.StateTransitionedToEventHandler? OnStateTransitionedTo = null;
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public event INameable.NameChangedEventHandler? OnNameChanged = null;
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public abstract event IState.StateTransitionReadyEventHandler? OnStateTransitionReady;
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public abstract string Name { get; }
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private string _name = string.Empty;
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public string Name
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{
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get => _name;
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set
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{
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if (_name.CompareTo(value) == 0)
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return;
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string previousName = _name;
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_name = value;
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OnNameChanged?.Invoke(this, previousName);
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}
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}
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protected virtual void OnUpdateState() { }
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public void Update()
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@ -1,4 +1,5 @@
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Core.Serialization;
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namespace Syntriax.Engine.Systems.StateMachine;
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@ -7,6 +8,7 @@ public class StateMachine : Behaviour
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public event StateChangedEventHandler? OnStateChanged = null;
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private IState _state = new State();
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[Serialize]
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public IState State
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{
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get => _state;
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