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using System;
using System.Runtime.CompilerServices;
using UnityEngine;
// Marker Types
public class WorldFrame { }
public class GasFrame { }
public class ShipFrame { }
[Serializable]
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class ShipCoordinator : MonoBehaviour
{
private Dictionary<System, NowOrEvent> State = new Dictionary<System, NowOrEvent>();
[Flags]
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
using UnityEngine;
public class StateMachineDebugWindow : OdinEditorWindow
{
[MenuItem("Tools/State Machine Debug Window")]
using System.Collections.Generic;
using System;
using UnityEngine;
public class SubscriptionTracker
{
public string Name => _owner.name;
private readonly MonoBehaviour _owner;
private readonly Dictionary<(object source, Delegate handler), Action> _subscriptions = new();
using Assets.Scripts.AI;
using MoreLinq;
using UnityEngine;
namespace Assets.AI
{
public class ContextMap
{
public Vector2 Position;
using Assets;
using Assets.Scripts;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
public class PlayerController : EntController
{
public static PlayerController Instance { get; private set; }
[SerializeField]
using UnityEngine;
namespace Assets.Resources
{
[CreateAssetMenu(fileName = "Card", menuName = "ScriptableObjects/New Card", order = 1)]
public class Card : ScriptableObject
{
public GameObject AttackPrefab;
using Assets;
using Assets.Scripts;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
public class PlayerController : EntController
{
public static PlayerController Instance { get; private set; }
[SerializeField]
using Animancer;
using Assets;
using System;
using System.Collections.Generic;
using UnityEngine;
public struct InputState
{
public Vector2 MovementDirection;
using Animancer;
using Assets;
using System;
using System.Collections.Generic;
using UnityEngine;
public struct InputState
{
public Vector2 MovementDirection;