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222
unity/Assets/enemy/EnemyAI.cs
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222
unity/Assets/enemy/EnemyAI.cs
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 敌人AI —— 检测/追击/脱离持续/摇铃聆听响应。
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///
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/// 状态流程:
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/// - Idle:站岗。主角进入 detectionRange → Chasing
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/// - Chasing:追击主角。主角离开 detectionRange → ChasingPersist
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/// - ChasingPersist:脱离后继续追击 chasePersistTime 秒。
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/// 主角重新进入范围 → 回到 Chasing;超时 → Idle(停在当前位置,不回出生点)
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/// - BellResponding:主角在 listenRange 内按E摇铃时触发,
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/// 朝主角方向移动 bellMoveTime 秒(距离 = 速度 × 时间),然后停下 → Idle
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///
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/// 挂载位置:敌人预制体上
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/// 需要:场景中有 EchoSystem(用于摇铃事件)、玩家物体带 "Player" 标签
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/// (或手动把玩家拖到 playerTarget 字段)
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/// </summary>
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public class EnemyAI : MonoBehaviour
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{
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[Header("目标")]
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[Tooltip("玩家目标(留空则自动查找 Player 标签)")]
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[SerializeField] private Transform playerTarget;
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[Header("检测与追击")]
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[Tooltip("发现主角的范围")]
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[SerializeField] private float detectionRange = 8f;
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[Tooltip("追击速度")]
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[SerializeField] private float chaseSpeed = 3f;
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[Tooltip("靠近主角到此距离时停下")]
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[SerializeField] private float stopDistance = 1.2f;
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[Tooltip("主角脱离检测范围后,继续追击的时间(秒)")]
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[SerializeField] private float chasePersistTime = 3f;
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[Header("聆听(摇铃响应)")]
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[Tooltip("聆听范围:主角在此范围内按E摇铃时,敌人会朝主角方向移动")]
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[SerializeField] private float listenRange = 15f;
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[Tooltip("摇铃响应移动速度")]
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[SerializeField] private float bellMoveSpeed = 4f;
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[Tooltip("摇铃响应移动时间(距离 = 速度 × 时间)")]
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[SerializeField] private float bellMoveTime = 1.5f;
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private enum State { Idle, Chasing, ChasingPersist, BellResponding }
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private State _state = State.Idle;
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private float _stateTimer;
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private Vector3 _bellDirection;
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private void Start()
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{
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if (playerTarget == null)
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{
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var player = GameObject.FindWithTag("Player");
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if (player != null)
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playerTarget = player.transform;
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}
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}
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private void OnEnable()
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{
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EchoSystem.OnEchoReleased += OnBell;
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}
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private void OnDisable()
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{
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EchoSystem.OnEchoReleased -= OnBell;
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}
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private void Update()
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{
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switch (_state)
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{
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case State.Idle: UpdateIdle(); break;
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case State.Chasing: UpdateChasing(); break;
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case State.ChasingPersist: UpdateChasingPersist(); break;
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case State.BellResponding: UpdateBellResponding(); break;
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}
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}
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// ===== Idle:站岗,等主角进入检测范围 =====
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private void UpdateIdle()
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{
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if (playerTarget == null) return;
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if (XZDistance(transform.position, playerTarget.position) <= detectionRange)
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{
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_state = State.Chasing;
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}
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}
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// ===== Chasing:追击主角 =====
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private void UpdateChasing()
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{
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if (playerTarget == null) return;
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float dist = XZDistance(transform.position, playerTarget.position);
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// 主角脱离检测范围 → 继续追击一段时间
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if (dist > detectionRange)
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{
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_state = State.ChasingPersist;
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_stateTimer = chasePersistTime;
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return;
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}
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// 靠近到停止距离时停下(但仍处于追击状态)
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if (dist > stopDistance)
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MoveToward(playerTarget.position, chaseSpeed);
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}
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// ===== ChasingPersist:脱离后继续追击,倒计时 =====
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private void UpdateChasingPersist()
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{
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if (playerTarget == null) return;
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_stateTimer -= Time.deltaTime;
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// 超时 → 停在当前位置,回到 Idle(不回出生点)
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if (_stateTimer <= 0f)
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{
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_state = State.Idle;
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return;
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}
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float dist = XZDistance(transform.position, playerTarget.position);
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// 主角重新进入检测范围 → 回到正常追击
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if (dist <= detectionRange)
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{
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_state = State.Chasing;
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return;
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}
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if (dist > stopDistance)
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MoveToward(playerTarget.position, chaseSpeed);
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}
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// ===== BellResponding:摇铃响应,朝主角方向移动固定时间 =====
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private void UpdateBellResponding()
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{
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_stateTimer -= Time.deltaTime;
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if (_stateTimer <= 0f)
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{
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_state = State.Idle;
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return;
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}
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// 沿摇铃时刻的方向移动(距离 = 速度 × 时间)
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Vector3 move = _bellDirection * bellMoveSpeed * Time.deltaTime;
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transform.position += new Vector3(move.x, 0f, move.z);
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}
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// ===== 摇铃事件回调(由 EchoSystem.OnEchoReleased 触发)=====
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private void OnBell(Vector3 bellPos)
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{
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if (playerTarget == null) return;
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// 只有在聆听范围内才响应
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if (XZDistance(transform.position, bellPos) > listenRange) return;
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// 计算朝主角方向(摇铃时刻的位置)
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_bellDirection = new Vector3(
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bellPos.x - transform.position.x,
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0f,
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bellPos.z - transform.position.z
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);
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if (_bellDirection.sqrMagnitude > 0.001f)
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_bellDirection.Normalize();
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else
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_bellDirection = transform.forward; // 重叠时用当前朝向
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// 摇铃响应可打断任何当前状态
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_state = State.BellResponding;
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_stateTimer = bellMoveTime;
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}
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// ===== 工具方法 =====
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private void MoveToward(Vector3 target, float speed)
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{
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Vector3 dir = new Vector3(
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target.x - transform.position.x,
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0f,
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target.z - transform.position.z
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);
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float dist = dir.magnitude;
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if (dist < 0.01f) return;
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dir /= dist;
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Vector3 move = dir * speed * Time.deltaTime;
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if (move.magnitude > dist) move = dir * dist; // 不越过目标
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transform.position += new Vector3(move.x, 0f, move.z);
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}
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private float XZDistance(Vector3 a, Vector3 b)
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{
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float dx = a.x - b.x;
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float dz = a.z - b.z;
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return Mathf.Sqrt(dx * dx + dz * dz);
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}
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// ===== 编辑器可视化 =====
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private void OnDrawGizmosSelected()
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{
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// 检测范围(黄色)
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Gizmos.color = new Color(1f, 0.85f, 0f, 0.6f);
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Gizmos.DrawWireSphere(transform.position, detectionRange);
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// 聆听范围(青色)
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Gizmos.color = new Color(0f, 0.85f, 1f, 0.6f);
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Gizmos.DrawWireSphere(transform.position, listenRange);
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// 停止距离(红色)
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Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
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Gizmos.DrawWireSphere(transform.position, stopDistance);
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}
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/// <summary>当前状态(调试用)</summary>
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public string CurrentState => _state.ToString();
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}
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}
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