#endif
}
#if UNITY_EDITOR
private void OnEnable()
{
UnityEditor.AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
private void OnAfterAssemblyReload()
_currentState = _transitionTableSO.GetInitialState(this);
_debugger.Awake(this);
private void OnDisable()
UnityEditor.AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
private void Start()
_currentState.OnStateEnter();