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feat: Added function MarkForStateChange.
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Assets/HnSF/Samples/TDAction/Scripts/Fighter/Managers/FighterInputManager.cs
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Assets/HnSF/Samples/TDAction/Scripts/State/Conditions/BaseConditionFunctionEnum.cs
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namespace HnSF.Sample.TDAction.State | ||
{ | ||
public enum ConditionFunctionEnum : int | ||
{ | ||
NONE = 0 | ||
} | ||
} |
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Assets/HnSF/Samples/TDAction/Scripts/State/Conditions/BaseConditionFunctionEnum.cs.meta
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Assets/HnSF/Samples/TDAction/Scripts/State/Conditions/BaseConditionFunctions.cs
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using HnSF.Fighters; | ||
|
||
namespace HnSF.Sample.TDAction | ||
{ | ||
public class BaseConditionFunctions | ||
{ | ||
public static bool NoCondition(IFighterBase fighter, IConditionVariables variables) | ||
{ | ||
return true; | ||
} | ||
} | ||
} |
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Assets/HnSF/Samples/TDAction/Scripts/State/Functions/BaseStateFunctionEnum.cs
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namespace HnSF.Sample.TDAction.State | ||
{ | ||
[System.Serializable] | ||
public enum StateFunctionEnum : int | ||
{ | ||
NULL = 0, | ||
CHANGE_STATE, | ||
APPLY_GRAVITY | ||
} | ||
} |
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