# state_machine amethyst.rs state machine generator macro. Made exactly for abstracting over `update/handle_events` method parameters. ## Usage: `state_machine!(StateMachine; State; _world: &mut World, _something: &mut f64);` Will generate StateMachine struct and trait for using with State trait implementations all methods of which should take `&mut World` and `&mut f64` as parameters. Or something like this: ` state_machine!( PlayerStateMachine; PlayerState; _mv: &mut MovingObject, _bb: &mut HasAABB, _anim: &mut HasAnimationSequence, _rend: &mut Renderable, _dir: &Directional, _pi: &PlayerInput, _delta: &DeltaTime ); `