Gets or sets the final state.
Namespace: DigitalRune.Game.StatesAssembly: 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.