test
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namespace Unity.VisualScripting
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{
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/// <summary>
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/// A special state that can trigger transitions to other states,
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/// no matter which state is currently active. This state cannot receive
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/// transitions.
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/// </summary>
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public sealed class AnyState : State
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{
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[DoNotSerialize]
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public override bool canBeDestination => false;
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public AnyState() : base()
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{
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isStart = true;
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}
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public override void OnExit(Flow flow, StateExitReason reason)
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{
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// Don't exit this state from branching.
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if (reason == StateExitReason.Branch)
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{
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return;
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}
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base.OnExit(flow, reason);
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}
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public override void OnBranchTo(Flow flow, IState destination)
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{
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// Before entering the destination destination state,
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// exit all other connected states.
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foreach (var outgoingTransition in outgoingTransitionsNoAlloc)
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{
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if (outgoingTransition.destination != destination)
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{
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outgoingTransition.destination.OnExit(flow, StateExitReason.AnyBranch);
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}
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}
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}
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}
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}
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