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;