public FSState(IState obj, FiniteStateMachine owner, string name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) { mStateObject = obj; mStateName = name; mOwner = owner; mEnterDelegate = e; mPushDelegate = pu; mPopDelegate = po; mTranslationEvents = new Dictionary <string, FSEvent>(); }
public FSEvent(string name, string target, FSState state, FiniteStateMachine owner, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) { mStateOwner = state; mEventName = name; mTargetState = target; mOwner = owner; eType = EventType.NONE; mEnterDelegate = e; mPushDelegate = pu; mPopDelegate = po; }
public FSEvent(string mEventName, string mTargetState, FSState mStateOwner, FiniteStateMachine mOwner, FiniteStateMachine.EnterState mEnterDelegate, FiniteStateMachine.PushState mPushDelegate, FiniteStateMachine.PopState mPopDelegate) { this.mEventName = mEventName; this.mTargetState = mTargetState; this.mStateOwner = mStateOwner; this.mOwner = mOwner; this.mEnterDelegate = mEnterDelegate; this.mPushDelegate = mPushDelegate; this.mPopDelegate = mPopDelegate; this.eType = EventType.NONE; }