text: // Autogenerated from CppHeaderCreator
  // Created by Sc2ad
  // =========================================================================
  #pragma once
  // Begin includes
  #include "extern/beatsaber-hook/shared/utils/typedefs.h"
  // Including type: System.IDisposable
  #include "System/IDisposable.hpp"
  #include "extern/beatsaber-hook/shared/utils/il2cpp-utils-methods.hpp"
  #include "extern/beatsaber-hook/shared/utils/il2cpp-utils-properties.hpp"
  #include "extern/beatsaber-hook/shared/utils/il2cpp-utils-fields.hpp"
  #include "extern/beatsaber-hook/shared/utils/utils.h"
  // Completed includes
  // Begin forward declares
  // Forward declaring namespace: GlobalNamespace
  namespace GlobalNamespace {
    // Forward declaring type: IMultiplayerSessionManager
    class IMultiplayerSessionManager;
    // Forward declaring type: IGameplayRpcManager
    class IGameplayRpcManager;
    // Forward declaring type: IMenuRpcManager
    class IMenuRpcManager;
    // Forward declaring type: IMockBeatmapDataProvider
    class IMockBeatmapDataProvider;
    // Forward declaring type: MockPlayerLobbyPoseGenerator
    class MockPlayerLobbyPoseGenerator;
    // Forward declaring type: MockPlayerGamePoseGenerator
    class MockPlayerGamePoseGenerator;
  }
  // Forward declaring namespace: UnityEngine
  namespace UnityEngine {
    // Forward declaring type: Color
    struct Color;
  }
  // Completed forward declares
  // Type namespace: 
  namespace GlobalNamespace {
    // Size: 0x10
    #pragma pack(push, 1)
    // Autogenerated type: MockPlayerFiniteStateMachine
    class MockPlayerFiniteStateMachine : public ::Il2CppObject/*, public System::IDisposable*/ {
      public:
      // Creating value type constructor for type: MockPlayerFiniteStateMachine
      MockPlayerFiniteStateMachine() noexcept {}
      // Creating interface conversion operator: operator System::IDisposable
      operator System::IDisposable() noexcept {
        return *reinterpret_cast<System::IDisposable*>(this);
      }
      // public System.Void .ctor(IMultiplayerSessionManager multiplayerSessionManager, IGameplayRpcManager gameplayRpcManager, IMenuRpcManager menuRpcManager, IMockBeatmapDataProvider beatmapDataProvider, MockPlayerLobbyPoseGenerator lobbyPoseGenerator, MockPlayerGamePoseGenerator gamePoseGenerator)
      // Offset: 0x2399CEC
      template<::il2cpp_utils::CreationType creationType = ::il2cpp_utils::CreationType::Temporary>
      static MockPlayerFiniteStateMachine* New_ctor(GlobalNamespace::IMultiplayerSessionManager* multiplayerSessionManager, GlobalNamespace::IGameplayRpcManager* gameplayRpcManager, GlobalNamespace::IMenuRpcManager* menuRpcManager, GlobalNamespace::IMockBeatmapDataProvider* beatmapDataProvider, GlobalNamespace::MockPlayerLobbyPoseGenerator* lobbyPoseGenerator, GlobalNamespace::MockPlayerGamePoseGenerator* gamePoseGenerator) {
        static auto ___internal__logger = ::Logger::get().WithContext("GlobalNamespace::MockPlayerFiniteStateMachine::.ctor");
        return THROW_UNLESS((::il2cpp_utils::New<MockPlayerFiniteStateMachine*, creationType>(multiplayerSessionManager, gameplayRpcManager, menuRpcManager, beatmapDataProvider, lobbyPoseGenerator, gamePoseGenerator)));
      }
      // public UnityEngine.Color get_saberAColor()
      // Offset: 0x2399CF4
      UnityEngine::Color get_saberAColor();
      // public System.Void set_saberAColor(UnityEngine.Color value)
      // Offset: 0x2399CFC
      void set_saberAColor(UnityEngine::Color value);
      // public UnityEngine.Color get_saberBColor()
      // Offset: 0x2399D00
      UnityEngine::Color get_saberBColor();
      // public System.Void set_saberBColor(UnityEngine.Color value)
      // Offset: 0x2399D08
      void set_saberBColor(UnityEngine::Color value);
      // public UnityEngine.Color get_obstaclesColor()
      // Offset: 0x2399D0C
      UnityEngine::Color get_obstaclesColor();
      // public System.Void set_obstaclesColor(UnityEngine.Color value)
      // Offset: 0x2399D14
      void set_obstaclesColor(UnityEngine::Color value);
      // public System.Boolean get_leftHanded()
      // Offset: 0x2399D18
      bool get_leftHanded();
      // public System.Void set_leftHanded(System.Boolean value)
      // Offset: 0x2399D20
      void set_leftHanded(bool value);
      // public System.Boolean get_inactiveByDefault()
      // Offset: 0x2399D24
      bool get_inactiveByDefault();
      // public System.Void set_inactiveByDefault(System.Boolean value)
      // Offset: 0x2399D2C
      void set_inactiveByDefault(bool value);
      // public MockPlayerGamePoseGenerator get_gamePoseGenerator()
      // Offset: 0x2399D30
      GlobalNamespace::MockPlayerGamePoseGenerator* get_gamePoseGenerator();
      // public System.Void Dispose()
      // Offset: 0x2399D38
      void Dispose();
      // public System.Void SetIsReady(System.Boolean isReady)
      // Offset: 0x2399D3C
      void SetIsReady(bool isReady);
    }; // MockPlayerFiniteStateMachine
    #pragma pack(pop)
  }
  DEFINE_IL2CPP_ARG_TYPE(GlobalNamespace::MockPlayerFiniteStateMachine*, "", "MockPlayerFiniteStateMachine");
  