/// <summary> /// Finalizes the closing procedure of a state. /// In conclusion it starts opening of the new state in state queue. /// </summary> private void ExitFinishedHandler() { _currentState.Destroy(); _currentState = null; _currentTransition = TransitionType.None; if (_nextStates.Count == 0) { return; } var nextState = _nextStates.Dequeue(); StartState(nextState); }
/// <summary> /// Finalizes the closing procedure of a state. /// In conclusion it starts opening of the new state in state queue. /// </summary> internal void SetTransitionOutFinished() { _currentState.Destroy(); _currentState = null; _currentTransition = TransitionType.None; if (_nextStates.Count == 0) { return; } var nextState = _nextStates.Dequeue(); StartState(nextState); }
/// <summary> /// Finalizes the closing procedure of a state. /// In conclusion it starts opening of the new state in state queue. /// </summary> private void ExitFinishedHandler() { AppStateExitSignal.Dispatch(_currentState.GetType()); _currentState.Destroy(); _currentState = null; _currentTransition = TransitionType.None; if (_nextStates.Count == 0) { return; } var nextState = _nextStates.Dequeue(); StartState(nextState); }