using System; using UnityEngine; using UnityAtoms.BaseAtoms; namespace UnityAtoms.FSM { [Serializable] public struct FSMState { public string Id { get => _id.Value; } public FiniteStateMachine SubMachine { get => _subMachine; } public float Timer { get; set; } public float Duration { get => _duration.Value; } [SerializeField] private StringReference _id; [SerializeField] private FloatReference _duration; [SerializeField] private FiniteStateMachine _subMachine; } }