public State GetState(EnumState type)
        {
            State newState = null;

            switch (type)
            {
            case EnumState.LOGIN:
                newState = new LoginState();
                break;

            case EnumState.CHARACTER_SELECT:
                newState = new CharacterSelectState();
                break;

            case EnumState.CHARACTER_CREATION:
                newState = new CharacterCreationState();
                break;

            case EnumState.HUB:
                newState = new HubState();
                break;

            case EnumState.GAME:

                break;

            case EnumState.TEST:
                newState = new TestState();
                break;
            }

            return(newState);
        }
 public CharacterCreationInputHandler(
     ITyperPool typerPool,
     ComponentPool componentPool,
     CharacterCreationState state,
     IScreenNavigation screenNavigation,
     ICharactersClient charactersClient) : base(typerPool, componentPool)
 {
     _screenNavigation = screenNavigation;
     _charactersClient = charactersClient;
     _state            = state;
 }
 public CharacterCreationStateManager(
     CharacterCreationState state)
 {
     _currentState = state;
     _stateSubject = new BehaviorSubject <CharacterCreationState>(_currentState);
 }