/// <summary>
        /// Generate code to fill transition info dictionary in InitialiseEventManager.
        /// </summary>
        void ProcessTransitions()
        {
            InternalAPIAccess.ProcessAllTransitions(animator, ProcessTransition);
            string allIds = "";

            foreach (int id in TransitionInfos.Keys)
            {
                allIds += ":" + id;
            }
            allTransitionsHash = allIds.GetHashCode();
            PropertyCodeElement <int> p = new PropertyCodeElement <int> ("AllTransitionsHash");

            p.overrideModifier = OverrideType.Override;
            p.Getter.CodeLines.Add("return " + allTransitionsHash + ";");
            classCodeElement.Properties.Add(p);
        }
 /// <summary>
 /// Adds all Animator parameters as properties to the class code element. NOTE that this method relies on
 /// classes from namespace UnityEditorInternal which can be subject to changes in future releases.
 /// </summary>
 void ProcessAnimatorParameters()
 {
     InternalAPIAccess.ProcessAnimatorParameters(animator, ProcessAnimatorParameter);
 }
 /// <summary>
 /// Adds convenience methods to determine the current Animator state as boolean methods to the class code
 /// element (e.g. IsIdle ()). NOTE that this method relies on classes from namespace UnityEditorInternal
 /// which can be subject to changes in future releases.
 /// </summary>
 void ProcessAnimatorStates()
 {
     InternalAPIAccess.ProcessAllAnimatorStates(animator, ProcessAnimatorState);
 }