Big refactor in place: Organize nodes in line with dependency injection expectations, use state machine flow more
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@@ -1,20 +1,22 @@
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@startuml PlayerLogic
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state "PlayerLogic State" as GameJam2024Practice_PlayerLogic_State {
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state "Alive" as GameJam2024Practice_PlayerLogic_State_Alive {
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state "Idle" as GameJam2024Practice_PlayerLogic_State_Idle
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state "Attacking" as GameJam2024Practice_PlayerLogic_State_Attacking
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state "PlayerLogic State" as GameJamDungeon_PlayerLogic_State {
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state "Alive" as GameJamDungeon_PlayerLogic_State_Alive {
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state "Attacking" as GameJamDungeon_PlayerLogic_State_Attacking
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state "Idle" as GameJamDungeon_PlayerLogic_State_Idle
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}
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state "Disabled" as GameJam2024Practice_PlayerLogic_State_Disabled
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state "Dead" as GameJamDungeon_PlayerLogic_State_Dead
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state "Disabled" as GameJamDungeon_PlayerLogic_State_Disabled
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}
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GameJam2024Practice_PlayerLogic_State_Alive --> GameJam2024Practice_PlayerLogic_State_Alive : Moved
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GameJam2024Practice_PlayerLogic_State_Alive --> GameJam2024Practice_PlayerLogic_State_Alive : PhysicsTick
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GameJam2024Practice_PlayerLogic_State_Attacking --> GameJam2024Practice_PlayerLogic_State_Idle : AttackAnimationFinished
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GameJam2024Practice_PlayerLogic_State_Disabled --> GameJam2024Practice_PlayerLogic_State_Idle : Enable
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GameJam2024Practice_PlayerLogic_State_Idle --> GameJam2024Practice_PlayerLogic_State_Attacking : Attack
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GameJamDungeon_PlayerLogic_State_Alive --> GameJamDungeon_PlayerLogic_State_Alive : Moved
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GameJamDungeon_PlayerLogic_State_Alive --> GameJamDungeon_PlayerLogic_State_Alive : PhysicsTick
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GameJamDungeon_PlayerLogic_State_Alive --> GameJamDungeon_PlayerLogic_State_Dead : Killed
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GameJamDungeon_PlayerLogic_State_Attacking --> GameJamDungeon_PlayerLogic_State_Idle : AttackAnimationFinished
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GameJamDungeon_PlayerLogic_State_Disabled --> GameJamDungeon_PlayerLogic_State_Idle : Enable
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GameJamDungeon_PlayerLogic_State_Idle --> GameJamDungeon_PlayerLogic_State_Attacking : Attack
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GameJam2024Practice_PlayerLogic_State_Alive : OnPhysicsTick → MovementComputed
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GameJam2024Practice_PlayerLogic_State_Idle : OnAttack → Attack
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GameJamDungeon_PlayerLogic_State_Alive : OnPhysicsTick → MovementComputed
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GameJamDungeon_PlayerLogic_State_Idle : OnAttack → Attack
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[*] --> GameJam2024Practice_PlayerLogic_State_Disabled
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[*] --> GameJamDungeon_PlayerLogic_State_Idle
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@enduml
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