public FSState(IState obj, FiniteStateMachine <T, E, P> owner, T name, EnterStateHandle e, PushStateHandle pu, PopStateHandle po) { mStateObject = obj; mStateName = name; mOwner = owner; mEnterDelegate = e; mPushDelegate = pu; mPopDelegate = po; mFSEventsPool = new Dictionary <E, FSEvent>(); }
public FSEvent(E eventEnum, T?target, FSState state, FiniteStateMachine <T, E, P> owner, EnterStateHandle e, PushStateHandle pu, PopStateHandle po) { mStateOwner = state; eventEnumName = eventEnum; mTargetState = target; mOwner = owner; eType = EventType.NONE; mEnterDelegate = e; mPushDelegate = pu; mPopDelegate = po; }