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							- // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
 
- namespace Animancer.FSM
 
- {
 
-     public partial class StateMachine<TKey, TState>
 
-     {
 
-         /// <summary>
 
-         /// A simple system that can <see cref="StateMachine{TState}.InputBuffer{TStateMachine}.State"/> a state then
 
-         /// try to enter it every time <see cref="StateMachine{TState}.InputBuffer{TStateMachine}.Update(float)"/> is
 
-         /// called until the <see cref="StateMachine{TState}.InputBuffer{TStateMachine}.TimeOut"/> expires.
 
-         /// </summary>
 
-         /// 
 
-         /// <remarks>
 
-         /// <para></para>
 
-         /// <strong>Documentation:</strong>
 
-         /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/utilities#input-buffers">
 
-         /// Input Buffers</see>
 
-         /// <para></para>
 
-         /// See <see cref="StateMachine{TState}.InputBuffer{TStateMachine}"/> for example usage.
 
-         /// </remarks>
 
-         /// 
 
-         /// https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer
 
-         /// 
 
-         public new class InputBuffer : InputBuffer<StateMachine<TKey, TState>>
 
-         {
 
-             /************************************************************************************************************************/
 
-             /// <summary>The <typeparamref name="TKey"/> of the state this buffer is currently attempting to enter.</summary>
 
-             public TKey Key { get; set; }
 
-             /************************************************************************************************************************/
 
-             /// <summary>Creates a new <see cref="InputBuffer"/>.</summary>
 
-             public InputBuffer() { }
 
-             /// <summary>Creates a new <see cref="InputBuffer"/> for the specified `stateMachine`.</summary>
 
-             public InputBuffer(StateMachine<TKey, TState> stateMachine)
 
-                 : base(stateMachine)
 
-             { }
 
-             /************************************************************************************************************************/
 
-             /// <summary>
 
-             /// If a state is registered with the `key`, this method calls <see cref="Buffer(TKey, TState, float)"/>
 
-             /// and returns true. Otherwise it returns false.
 
-             /// </summary>
 
-             /// <remarks>Doesn't actually attempt to enter the state until <see cref="Update(float)"/> is called.</remarks>
 
-             public bool Buffer(TKey key, float timeOut)
 
-             {
 
-                 if (StateMachine.TryGetValue(key, out var state))
 
-                 {
 
-                     Buffer(key, state, timeOut);
 
-                     return true;
 
-                 }
 
-                 else return false;
 
-             }
 
-             /// <summary>
 
-             /// Sets the <see cref="Key"/>, <see cref="StateMachine{TState}.InputBuffer.State"/>, and
 
-             /// <see cref="TimeOut"/>.
 
-             /// </summary>
 
-             /// <remarks>Doesn't actually attempt to enter the state until <see cref="Update(float)"/> is called.</remarks>
 
-             public void Buffer(TKey key, TState state, float timeOut)
 
-             {
 
-                 Key = key;
 
-                 Buffer(state, timeOut);
 
-             }
 
-             /************************************************************************************************************************/
 
-             /// <inheritdoc/>
 
-             protected override bool TryEnterState()
 
-                 => StateMachine.TryResetState(Key, State);
 
-             /************************************************************************************************************************/
 
-             /// <inheritdoc/>
 
-             public override void Clear()
 
-             {
 
-                 base.Clear();
 
-                 Key = default;
 
-             }
 
-             /************************************************************************************************************************/
 
-         }
 
-     }
 
- }
 
 
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