Namespace Automatonymous
Classes
- Behavior
A behavior is invoked by a state when an event is raised on the instance and embodies the activities that are executed in response to the event.
Structs
Interfaces
- Activity<TInstance>
An activity is part of a behavior that is executed in order
- BehaviorContext<TInstance>
A behavior context is an event context delivered to a behavior, including the state instance
- BehaviorContext<TInstance, TData>
A behavior context include an event context, along with the behavior for a state instance.
- BehaviorExceptionContext<TInstance, TException>
An exceptional behavior context
- BehaviorExceptionContext<TInstance, TData, TException>
An exceptional behavior context
- Behavior<TInstance>
A behavior is a chain of activities invoked by a state
- Behavior<TInstance, TData>
A behavior is a chain of activities invoked by a state
- EventContext<TInstance, TData>
Encapsulates an event that was raised which includes data
- StateMachine
A state machine definition
- StateMachine<TInstance>
A defined state machine that operations against the specified instance
- State<TInstance>
A state within a state machine that can be targeted with events
- UnhandledEventContext<TInstance>
The context of an unhandled event in the state machine
- Visitable
Used to visit the state machine structure, so it can be displayed, etc.
Enums
Delegates
- StateMachineCondition<TInstance>
Filters activities based on the conditional statement
- StateMachineCondition<TInstance, TData>
Filters activities based on the conditional statement
- StateMachineEventFilter<TInstance>
Delegate for an event filter, which can examine an event and return true if the filter matches the event instance
- StateMachineEventFilter<TInstance, TData>
Delegate for an event filter, which can examine an event and return true if the filter matches the event data
- UnhandledEventCallback<TInstance>
Callback for an unhandled event in the state machine