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添加了 StateMachineTests.cs 文件,包含以下测试用例: - 验证当前状态为空时的行为 - 测试状态注册功能 - 测试状态切换功能,包括 OnEnter 和 OnExit 回调的调用 - 测试状态转换权限控制 - 测试状态注销功能 - 验证多个状态切换的回调逻辑 添加了 StateTests.cs 文件,包含以下测试用例: - 验证状态类实现 IState 接口 - 测试 OnEnter、OnExit 方法 - 测试 CanTransitionTo 转换规则 - 验证复杂状态转换逻辑 - [skip ci]
329 lines
9.3 KiB
C#
329 lines
9.3 KiB
C#
using GFramework.Core.Abstractions.state;
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using GFramework.Core.state;
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using NUnit.Framework;
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namespace GFramework.Core.Tests.state;
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[TestFixture]
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public class StateMachineTests
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{
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[SetUp]
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public void SetUp()
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{
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_stateMachine = new StateMachine();
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}
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private StateMachine _stateMachine = null!;
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[Test]
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public void Current_Should_BeNull_When_NoState_Active()
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{
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Assert.That(_stateMachine.Current, Is.Null);
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}
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[Test]
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public void Register_Should_AddState_To_StatesDictionary()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.True);
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}
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[Test]
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public void ChangeTo_Should_SetCurrentState()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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_stateMachine.ChangeTo<TestStateV2>();
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Assert.That(_stateMachine.Current, Is.SameAs(state));
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}
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[Test]
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public void ChangeTo_Should_Invoke_OnEnter()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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_stateMachine.ChangeTo<TestStateV2>();
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Assert.That(state.EnterCalled, Is.True);
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Assert.That(state.EnterFrom, Is.Null);
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}
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[Test]
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public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnExit()
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{
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var state1 = new TestStateV2();
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var state2 = new TestStateV3();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.ChangeTo<TestStateV3>();
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Assert.That(state1.ExitCalled, Is.True);
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Assert.That(state1.ExitTo, Is.SameAs(state2));
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}
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[Test]
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public void ChangeTo_When_CurrentStateExists_Should_Invoke_OnEnter()
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{
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var state1 = new TestStateV2();
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var state2 = new TestStateV3();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.ChangeTo<TestStateV3>();
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Assert.That(state2.EnterCalled, Is.True);
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Assert.That(state2.EnterFrom, Is.SameAs(state1));
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}
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[Test]
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public void ChangeTo_ToSameState_Should_NotInvoke_Callbacks()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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_stateMachine.ChangeTo<TestStateV2>();
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var enterCount = state.EnterCallCount;
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var exitCount = state.ExitCallCount;
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_stateMachine.ChangeTo<TestStateV2>();
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Assert.That(state.EnterCallCount, Is.EqualTo(enterCount));
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Assert.That(state.ExitCallCount, Is.EqualTo(exitCount));
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}
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[Test]
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public void ChangeTo_ToUnregisteredState_Should_ThrowInvalidOperationException()
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{
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Assert.Throws<InvalidOperationException>(() => _stateMachine.ChangeTo<TestStateV2>());
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}
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[Test]
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public void CanChangeTo_WhenStateNotRegistered_Should_ReturnFalse()
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{
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var result = _stateMachine.CanChangeTo<TestStateV2>();
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Assert.That(result, Is.False);
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}
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[Test]
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public void CanChangeTo_WhenStateRegistered_Should_ReturnTrue()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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var result = _stateMachine.CanChangeTo<TestStateV2>();
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Assert.That(result, Is.True);
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}
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[Test]
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public void CanChangeTo_WhenCurrentStateDeniesTransition_Should_ReturnFalse()
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{
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var state1 = new TestStateV2 { AllowTransition = false };
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var state2 = new TestStateV3();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.ChangeTo<TestStateV2>();
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var result = _stateMachine.CanChangeTo<TestStateV3>();
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Assert.That(result, Is.False);
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}
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[Test]
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public void ChangeTo_WhenCurrentStateDeniesTransition_Should_NotChange()
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{
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var state1 = new TestStateV2 { AllowTransition = false };
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var state2 = new TestStateV3();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.ChangeTo<TestStateV2>();
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var oldState = _stateMachine.Current;
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_stateMachine.ChangeTo<TestStateV3>();
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Assert.That(_stateMachine.Current, Is.SameAs(oldState));
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Assert.That(_stateMachine.Current, Is.SameAs(state1));
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Assert.That(state2.EnterCalled, Is.False);
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}
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[Test]
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public void Unregister_Should_RemoveState_FromDictionary()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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_stateMachine.Unregister<TestStateV2>();
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Assert.That(_stateMachine.ContainsState<TestStateV2>(), Is.False);
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}
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[Test]
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public void Unregister_WhenStateIsActive_Should_Invoke_OnExit_AndClearCurrent()
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{
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var state = new TestStateV2();
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_stateMachine.Register(state);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.Unregister<TestStateV2>();
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Assert.That(state.ExitCalled, Is.True);
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Assert.That(state.ExitTo, Is.Null);
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Assert.That(_stateMachine.Current, Is.Null);
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}
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[Test]
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public void Unregister_WhenStateNotActive_Should_Not_Invoke_OnExit()
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{
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var state1 = new TestStateV2();
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var state2 = new TestStateV3();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.Unregister<TestStateV3>();
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Assert.That(state1.ExitCalled, Is.False);
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Assert.That(_stateMachine.Current, Is.SameAs(state1));
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}
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[Test]
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public void MultipleStateChanges_Should_Invoke_Callbacks_Correctly()
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{
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var state1 = new TestStateV2();
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var state2 = new TestStateV3();
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var state3 = new TestStateV4();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.Register(state3);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.ChangeTo<TestStateV3>();
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_stateMachine.ChangeTo<TestStateV4>();
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Assert.That(state1.EnterCalled, Is.True);
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Assert.That(state1.ExitCalled, Is.True);
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Assert.That(state2.EnterCalled, Is.True);
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Assert.That(state2.ExitCalled, Is.True);
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Assert.That(state3.EnterCalled, Is.True);
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Assert.That(state3.ExitCalled, Is.False);
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}
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[Test]
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public void ChangeTo_Should_Respect_CanTransitionTo_Logic()
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{
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var state1 = new TestStateV2();
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var state2 = new TestStateV3();
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var state3 = new TestStateV4();
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_stateMachine.Register(state1);
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_stateMachine.Register(state2);
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_stateMachine.Register(state3);
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_stateMachine.ChangeTo<TestStateV2>();
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_stateMachine.ChangeTo<TestStateV3>();
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Assert.That(state1.EnterCalled, Is.True);
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Assert.That(state1.ExitCalled, Is.True);
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Assert.That(state2.EnterCalled, Is.True);
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}
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}
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public sealed class TestStateV2 : IState
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{
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public bool AllowTransition { get; set; } = true;
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public bool EnterCalled { get; private set; }
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public bool ExitCalled { get; private set; }
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public int EnterCallCount { get; private set; }
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public int ExitCallCount { get; private set; }
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public IState? EnterFrom { get; private set; }
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public IState? ExitTo { get; private set; }
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public void OnEnter(IState? from)
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{
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EnterCalled = true;
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EnterCallCount++;
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EnterFrom = from;
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}
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public void OnExit(IState? to)
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{
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ExitCalled = true;
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ExitCallCount++;
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ExitTo = to;
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}
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public bool CanTransitionTo(IState target)
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{
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return AllowTransition;
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}
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}
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public sealed class TestStateV3 : IState
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{
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public bool EnterCalled { get; private set; }
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public bool ExitCalled { get; private set; }
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public int EnterCallCount { get; private set; }
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public int ExitCallCount { get; private set; }
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public IState? EnterFrom { get; private set; }
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public IState? ExitTo { get; private set; }
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public void OnEnter(IState? from)
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{
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EnterCalled = true;
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EnterCallCount++;
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EnterFrom = from;
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}
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public void OnExit(IState? to)
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{
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ExitCalled = true;
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ExitCallCount++;
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ExitTo = to;
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}
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public bool CanTransitionTo(IState target)
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{
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return true;
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}
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}
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public sealed class TestStateV4 : IState
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{
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public bool EnterCalled { get; private set; }
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public bool ExitCalled { get; private set; }
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public int EnterCallCount { get; private set; }
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public int ExitCallCount { get; private set; }
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public IState? EnterFrom { get; private set; }
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public IState? ExitTo { get; private set; }
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public void OnEnter(IState? from)
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{
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EnterCalled = true;
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EnterCallCount++;
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EnterFrom = from;
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}
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public void OnExit(IState? to)
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{
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ExitCalled = true;
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ExitCallCount++;
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ExitTo = to;
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}
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public bool CanTransitionTo(IState target)
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{
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return true;
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}
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}
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public static class StateMachineExtensions
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{
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public static bool ContainsState<T>(this StateMachine stateMachine) where T : IState
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{
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return stateMachine.GetType().GetField("States", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?
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.GetValue(stateMachine) is System.Collections.Generic.Dictionary<System.Type, IState> states &&
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states.ContainsKey(typeof(T));
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}
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}
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