/// <summary> /// Enters a state, creating an instance of it if necessary. /// </summary> internal void Enter() { // Should a new instance be created? if ((_stateInstance == null) || (_owningMachine._stateInstantiationMode == StateInstantiationMode.PerTransition)) { _stateInstance = _owningMachine.InstantiateState(_stateType); } _stateInstance.Entering(_owningMachine.GetContext()); }
/// <summary> /// Enters a state after loading from storage, creating an instance of it if necessary. /// </summary> internal void EnterStateFromStorage() { InstantiateState(); _stateInstance.EnteringFromStorage(_owningMachine.GetContext()); }