StateMachine Class |
Namespace: DigitalRune.Game.States
The StateMachine type exposes the following members.
Name | Description | |
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StateMachine |
Initializes a new instance of the StateMachine class.
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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.) | |
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.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Updates the state machine.
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This is an implementation of the UML state machine view.
Update(TimeSpan) must be called to let the state machine advance a single time step. All transitions and state updates are performed only when the method Update(TimeSpan) is called. Transition events between Update(TimeSpan) calls are stored and executed at the beginning of the next Update(TimeSpan) call.