/// <summary> /// Enter state /// </summary> public virtual void Enter() { IsActive = true; StateEnter?.Invoke(this, EventArgs.Empty); if (!SkipEnterTransition) { EnterFinish(); } }
public void SwitchState(InteractorState state) { if (State != null) { StateExit?.Invoke(State); State?.Exit(); } State = state; StateEnter?.Invoke(state); State.Enter(); }
protected State() { EntryNode.StateNodeEnter += () => { ActiveStateId = EntryStateId; StateEnter?.Invoke(); }; ExitNode.StateNodeEnter += () => { ActiveStateId = ExitStateId; }; ExitNode.StateNodeLeave += () => { StateLeave?.Invoke(); ActiveStateId = InvalidStateId; }; }
private void OnStateEnter(SolutionState state) => StateEnter?.Invoke(this, new StateEventArgs(state));