public static void StateNodeAddChildren(PartialStateNode stateNode, PartialStateNode children)
 => stateNode.Children.Add(children.AsDefinition());
 public static void StateNodeSetInitialTransition(PartialStateNode stateNode, InitialTransition initialTransition)
 => stateNode.Initial = Option.From <OneOf <InitialTransition, string> >(initialTransition);
 public static void StateNodeSetExitActions(PartialStateNode stateNode, ExitActions exitActions)
 => stateNode.ExitActions = exitActions.Actions;
 public static void StateNodeSetEntryActions(PartialStateNode stateNode, EntryActions entryActions)
 => stateNode.EntryActions = entryActions.Actions;
 internal static void StateNodeAddTransition(PartialStateNode stateNode, Transition transition)
 => stateNode.Transitions.Add(transition.AsTransitionDefinition());
 internal static void SetStatenodeInitial(PartialStateNode stateNode, string initialStatenode) =>
 stateNode.Initial = Option.From <OneOf <InitialTransition, string> >(initialStatenode);
 internal static void SetStateNodeName(PartialStateNode stateNode, string name) =>
 stateNode.Name = name;