Readonlychange$
Readonlydestroy$
When Lifecycle Object is destroyed, it emits and closes this subject. Along with destroying his children, which in turn behave the same.
Parent GameObject is assigned at creation.
Each Lifecycle Object has label for pixi debugging.
Current state of the State Machine.
Readonlystate$
After his state changes, it emits this subject.
Readonlyupdate$
When Lifecycle Object is updated, it emits this subject. Along with updating his children, which in turn behave the same.
Protectedvalidators
Validators for state changes.
Called to destroy can cleanup Lifecycle Object.
= 1.0 for 60FPS
Protectedvalidate
Before his state changes, it emits this subject.