![]() | 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).