/// <summary>Initializes a new instance of the CreationState class.</summary> /// <param name="session">The session entering this state.</param> public CreationState(Session session) : base(session) { // Get the default CharacterCreationStateMachine via MEF to drive character creation sub-states. subStateHandler = CharacterCreationStateMachineManager.Instance.CreateDefaultCharacterCreationStateMachine(session); subStateHandler.CharacterCreationAborted += SubState_CharacterCreationAborted; subStateHandler.CharacterCreationCompleted += SubState_CharacterCreationCompleted; }
/// <summary> /// Initializes a new instance of the CreationState class. /// </summary> /// <param name="session">The session entering this state.</param> public CreationState(Session session) : base(session) { // Get the default CharacterCreationStateMachine via MEF to drive character creation sub-states. this.subStateHandler = CharacterCreationStateMachineManager.Instance.CreateDefaultCharacterCreationStateMachine(session); this.subStateHandler.CharacterCreationAborted += this.SubState_CharacterCreationAborted; this.subStateHandler.CharacterCreationCompleted += this.SubState_CharacterCreationCompleted; }