272 lines
7.2 KiB
C#
272 lines
7.2 KiB
C#
using System;
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using System.Collections;
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using AibisDream.Framework;
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using UnityEngine;
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namespace AibisDream.FixSystem
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{
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public class FixStateMachine
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{
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private IState _curState;
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private string _curArgs;
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public IEnumerator SwitchState(FixState nextState, string args = "")
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{
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_curArgs = args;
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yield return _curState?.Exit();
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GameLoopManager.Instance?.UpdateFixState(nextState, _curArgs);
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_curState = CreateState(nextState, _curArgs);
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yield return _curState.Enter();
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}
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public IEnumerator QuitState()
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{
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_curArgs = null;
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yield return _curState?.Exit();
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GameLoopManager.Instance?.UpdateFixState(FixState.Default, _curArgs);
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_curState = null;
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}
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private static IState CreateState(FixState nextState, string args)
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{
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IState res = nextState switch
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{
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FixState.Clinic => new ClinicState(),
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FixState.Engine => new EngineState(),
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FixState.CoolingMachine => new CoolingMachineState(),
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FixState.BodyModule => new BodyModuleState(),
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FixState.Memory => new MemoryState(),
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FixState.Eye => new EyeState(),
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FixState.UF => new UfState(),
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FixState.Gear => new GearState(),
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_ => new ClinicState()
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};
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res.SetArgs(args);
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return res;
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}
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}
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public interface IState
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{
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public FixState GetState { get; }
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public void SetArgs(string args);
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public IEnumerator Enter();
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public IEnumerator Exit();
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}
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public struct ClinicState : IState
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{
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public FixState GetState => FixState.Clinic;
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public void SetArgs(string args)
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{
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// 无
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}
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public IEnumerator Enter()
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{
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// 切换相机
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yield return CameraKit.Instance.SwitchCamera(FixState.Clinic);
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}
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public IEnumerator Exit()
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{
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// 无
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yield break;
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}
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}
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public struct BodyModuleState : IState
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{
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public FixState GetState => FixState.BodyModule;
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public void SetArgs(string args)
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{
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// 无
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}
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public IEnumerator Enter()
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{
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var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
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// 拔出插头
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bodyModuleSystem.ResetPlug();
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// 切换相机
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yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
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}
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public IEnumerator Exit()
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{
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var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
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// 拔出插头
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bodyModuleSystem.ResetPlug();
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yield break;
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}
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}
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public struct GearState : IState
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{
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public FixState GetState => FixState.Gear;
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private string _configKey;
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public void SetArgs(string args)
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{
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_configKey = args;
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}
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public IEnumerator Enter()
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{
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// 先切BodyModule
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if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
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{
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yield return MainUIController.Instance?.FadeInSync(0.5f);
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yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
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yield return MainUIController.Instance?.FadeOutSync(0.5f);
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}
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// 切换相机
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yield return CameraKit.Instance.SwitchCamera(FixState.Gear);
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// 加载关卡数据
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if (!string.IsNullOrEmpty(_configKey))
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{
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var gearSystem = FixSystemCenter.SystemDic.Get<GearSystem>();
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gearSystem.CurDataKey = _configKey;
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gearSystem.LoadLevel();
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}
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}
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public IEnumerator Exit()
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{
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yield break;
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}
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}
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public struct EngineState : IState
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{
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public FixState GetState => FixState.Engine;
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public void SetArgs(string args)
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{
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// 无
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}
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public IEnumerator Enter()
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{
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// 先切BodyModule
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if (!CameraKit.Instance.EqualToCameraState(FixState.BodyModule))
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{
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yield return MainUIController.Instance?.FadeInSync(0.5f);
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yield return CameraKit.Instance.SwitchCamera(FixState.BodyModule);
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yield return MainUIController.Instance?.FadeOutSync(0.5f);
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}
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// 切换相机
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yield return CameraKit.Instance.SwitchCamera(FixState.Engine);
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}
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public IEnumerator Exit()
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{
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var bodyModuleSystem = FixSystemCenter.SystemDic.Get<BodyModuleSystem>();
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bodyModuleSystem.ResetPlug();
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yield break;
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}
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}
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public struct CoolingMachineState : IState
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{
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private bool _playLink;
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public FixState GetState => FixState.CoolingMachine;
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public void SetArgs(string args)
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{
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_playLink = !string.IsNullOrEmpty(args);
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}
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public IEnumerator Enter()
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{
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var coolingSystem = FixSystemCenter.SystemDic.Get<CoolingSystem>();
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// 切相机
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yield return CameraKit.Instance.SwitchCamera(FixState.CoolingMachine);
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// 打开泵机
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coolingSystem.gameObject.SetActive(true);
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yield return coolingSystem.OpenCoolingSystem();
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// 播放插线动画
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if (_playLink)
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{
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yield return coolingSystem.LinkTube();
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}
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}
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public IEnumerator Exit()
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{
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var cooling = FixSystemCenter.SystemDic.Get<CoolingSystem>();
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yield return cooling.CloseBottleUI();
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yield return cooling.CloseCoolingSystem();
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yield return new WaitForSeconds(1f);
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}
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}
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public struct UfState : IState
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{
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public FixState GetState => FixState.UF;
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public void SetArgs(string args)
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{
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throw new NotImplementedException();
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}
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public IEnumerator Enter()
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{
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throw new NotImplementedException();
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}
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public IEnumerator Exit()
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{
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throw new NotImplementedException();
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}
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}
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public struct EyeState : IState
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{
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public FixState GetState => FixState.Eye;
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public void SetArgs(string args)
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{
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throw new NotImplementedException();
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}
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public IEnumerator Enter()
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{
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throw new NotImplementedException();
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}
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public IEnumerator Exit()
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{
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throw new NotImplementedException();
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}
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}
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public struct MemoryState : IState
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{
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public FixState GetState => FixState.Memory;
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public void SetArgs(string args)
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{
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throw new NotImplementedException();
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}
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public IEnumerator Enter()
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{
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throw new NotImplementedException();
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}
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public IEnumerator Exit()
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{
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throw new NotImplementedException();
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}
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}
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} |