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	<id>http://www.wlabsocks.com/wiki/index.php?action=history&amp;feed=atom&amp;title=State</id>
	<title>State - Revision history</title>
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	<updated>2026-05-12T22:57:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.wlabsocks.com/wiki/index.php?title=State&amp;diff=1066&amp;oldid=prev</id>
		<title>Tayfunwiki at 10:57, 12 January 2024</title>
		<link rel="alternate" type="text/html" href="http://www.wlabsocks.com/wiki/index.php?title=State&amp;diff=1066&amp;oldid=prev"/>
		<updated>2024-01-12T10:57:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:57, 12 January 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Example: ====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== Example: ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;if (someActor.State == IState.Passive) {&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;public class SomeClass : MonoBehaviour {&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;    &lt;/del&gt;// Handle the logic for a dead actor&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;    public Actor someActor;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;} else if (someActor.State == IState.Active) {&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;    &lt;/del&gt;// Handle the logic for a living actor&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;    void Start() {&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;        &lt;/ins&gt;if (someActor.State == IState.Passive) {&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;            &lt;/ins&gt;// Handle the logic for a dead actor&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;        &lt;/ins&gt;} else if (someActor.State == IState.Active) {&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;            &lt;/ins&gt;// Handle the logic for a living actor&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;        }&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;    }&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tayfunwiki</name></author>
	</entry>
	<entry>
		<id>http://www.wlabsocks.com/wiki/index.php?title=State&amp;diff=630&amp;oldid=prev</id>
		<title>Tayfunwiki: Created page with &quot;== &lt;code&gt;State&lt;/code&gt; Property in Actor Class ==  === Overview === The &lt;code&gt;State&lt;/code&gt; property in the &lt;code&gt;Actor&lt;/code&gt; class is responsible for indicating the current state of an actor within the game, specifying whether they are alive (Active) or dead (Passive).  === Syntax === &lt;syntaxhighlight lang=&quot;c#&quot;&gt; /// &lt;summary&gt; /// Gets the state of the actor, either Passive (Dead) or Active (Alive). /// &lt;/summary&gt; public IState State { get; protected set; } &lt;/syntaxhighli...&quot;</title>
		<link rel="alternate" type="text/html" href="http://www.wlabsocks.com/wiki/index.php?title=State&amp;diff=630&amp;oldid=prev"/>
		<updated>2023-12-19T16:02:22Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; Property in Actor Class ==  === Overview === The &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; property in the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class is responsible for indicating the current state of an actor within the game, specifying whether they are alive (Active) or dead (Passive).  === Syntax === &amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt; /// &amp;lt;summary&amp;gt; /// Gets the state of the actor, either Passive (Dead) or Active (Alive). /// &amp;lt;/summary&amp;gt; public IState State { get; protected set; } &amp;lt;/syntaxhighli...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; Property in Actor Class ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; property in the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class is responsible for indicating the current state of an actor within the game, specifying whether they are alive (Active) or dead (Passive).&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;br /&gt;
/// &amp;lt;summary&amp;gt;&lt;br /&gt;
/// Gets the state of the actor, either Passive (Dead) or Active (Alive).&lt;br /&gt;
/// &amp;lt;/summary&amp;gt;&lt;br /&gt;
public IState State { get; protected set; }&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
* '''Property Type''': &amp;lt;code&amp;gt;IState&amp;lt;/code&amp;gt;. This property uses the &amp;lt;code&amp;gt;IState&amp;lt;/code&amp;gt; enumeration to represent the state of an actor.&lt;br /&gt;
* '''Accessibility''': Publicly readable but can only be modified within the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class or its subclasses, ensuring controlled state management.&lt;br /&gt;
* '''Values''': The property can hold either &amp;lt;code&amp;gt;IState.Active&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;IState.Passive&amp;lt;/code&amp;gt;, corresponding to alive or dead states of the actor.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
The &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; property is primarily used to track and control the state of an actor in game scenarios. It can be queried to determine the actor's state and make decisions based on whether the actor is alive or dead.&lt;br /&gt;
&lt;br /&gt;
==== Example: ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;br /&gt;
if (someActor.State == IState.Passive) {&lt;br /&gt;
    // Handle the logic for a dead actor&lt;br /&gt;
} else if (someActor.State == IState.Active) {&lt;br /&gt;
    // Handle the logic for a living actor&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Remarks ===&lt;br /&gt;
&lt;br /&gt;
* The protected setter in &amp;lt;code&amp;gt;State&amp;lt;/code&amp;gt; ensures that the actor's state can only be changed by the actor itself or its derived classes, providing encapsulation and preventing unauthorized state changes.&lt;br /&gt;
* This property is crucial for game mechanics that depend on the actor's life status, such as spawning, interactions, and gameplay effects.&lt;/div&gt;</summary>
		<author><name>Tayfunwiki</name></author>
	</entry>
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