public StateMachine(int maxStates = 10) : base(true, false) { PreviousState = state = -1; begins = new Action[maxStates]; updates = new Func<int>[maxStates]; ends = new Action[maxStates]; coroutines = new Func<IEnumerator>[maxStates]; currentCoroutine = new Coroutine(); currentCoroutine.RemoveOnComplete = false; }
// Mods can't access patch_ classes directly. // We thus expose any new members through extensions. public static void Jump(this Coroutine self) => ((patch_Coroutine)self).Jump();