/// <summary>
 /// Enter the selected state.
 /// </summary>
 /// <param name="machine">The machine.</param>
 protected void OpenEntryState(IAbstractMachineState machine)
 {
     Machine = machine;
 }
 /// <summary>
 /// Is called by the event handler of the <see cref="BackgroundWorker.ProgressChanged" />.
 /// </summary>
 /// <param name="activationMachine">The activation machine.</param>
 /// <param name="entitiesState">The <see cref="ProgressChangedEventArgs" /> instance containing the event data.</param>
 public override void ProgressChang(IAbstractMachineState activationMachine, ProgressChangedEventArgs entitiesState)
 {
     base.ProgressChang(activationMachine, entitiesState);
     m_EventAggregator.GetEvent <ProgressChangeEvent>().Publish(entitiesState);
 }
 /// <summary>
 /// Is called by the event handler of the <see cref="BackgroundWorker.ProgressChanged"/>.
 /// </summary>
 /// <param name="activationMachine">The activation machine.</param>
 /// <param name="entitiesState">The <see cref="ProgressChangedEventArgs"/> instance containing the event data.</param>
 public virtual void ProgressChang(IAbstractMachineState activationMachine, ProgressChangedEventArgs entitiesState)
 {
 }