Transition Class |
Namespace: DigitalRune.Game.States
The Transition type exposes the following members.
Name | Description | |
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Transition | Initializes a new instance of the Transition class |
Name | Description | |
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Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
Fire |
Fires this transition.
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Fire(Object, EventArgs) |
Fires this transition. (Event handler signature)
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GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
OnAction |
Raises the Action event.
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ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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Delay |
Gets or sets the time delay.
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FireAlways |
Gets or sets a value indicating whether this transition should fire always.
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Guard |
Gets or sets the guard predicate.
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Name |
Gets or sets the name of the state.
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SourceState |
Gets or sets the source state.
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TargetState |
Gets or sets the target state.
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A transition changes the active state from SourceState to TargetState. It "fires" if Fire was called and the Guard condition evaluates to . The Fire(Object, EventArgs) method has an event handler signature, so it can be connect to a standard .NET event.
The Action event is raised when a transition is performed. Transitions are performed at the beginning of StateMachine.Update(TimeSpan).