Gets or sets the final state.

Namespace: DigitalRune.Game.States
Assembly: DigitalRune.Game (in DigitalRune.Game.dll) Version: 1.0.0.0 (1.0.1.9459)

Syntax

C#
public State FinalState { get; set; }
Visual Basic
Public Property FinalState As State
	Get
	Set
Visual C++
public:
property State^ FinalState {
	State^ get ();
	void set (State^ value);
}

Field Value

The final state. The default value is nullNothingnullptra null reference (Nothing in Visual Basic).

Remarks

A final state is only relevant if this state collection contains the sub-states of another state and the parent state has an event-less transition (= a transition where FireAlways is set). An event-less transition usually fires immediately. But when a final state is set, the event-less transition can only fire when the final state of the sub-states is active.

If a state has parallel sub-states with multiple final states, then all final states must be active before any event-less transitions can fire.

See Also