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Game.Rendering.Utilities.State+Result

Assembly: Game
Namespace: Game.Rendering.Utilities

Type: struct sealed public

Base: System.ValueType

Code

public sealed struct Result
{
    public Game.Rendering.Utilities.State+ResultType type;
    public Game.Rendering.Utilities.State next;

    public System.Boolean isContinue { get; }
    public System.Boolean isStop { get; }
    public System.Boolean isTransition { get; }
    public static Game.Rendering.Utilities.State+Result Continue { get; }
    public static Game.Rendering.Utilities.State+Result Stop { get; }

    public static Game.Rendering.Utilities.State+Result TransitionTo(Game.Rendering.Utilities.State state);
}

Fields

  • public Game.Rendering.Utilities.State+ResultType type
public Game.Rendering.Utilities.State+ResultType type;
  • public Game.Rendering.Utilities.State next
public Game.Rendering.Utilities.State next;

Properties

  • public System.Boolean isContinue { get }
public System.Boolean isContinue { get; }
  • public System.Boolean isStop { get }
public System.Boolean isStop { get; }
  • public System.Boolean isTransition { get }
public System.Boolean isTransition { get; }
  • public static Game.Rendering.Utilities.State+Result Continue { get }
public static Game.Rendering.Utilities.State+Result Continue { get; }
  • public static Game.Rendering.Utilities.State+Result Stop { get }
public static Game.Rendering.Utilities.State+Result Stop { get; }

Methods

  • public static TransitionTo(Game.Rendering.Utilities.State state) : Game.Rendering.Utilities.State+Result
public static Game.Rendering.Utilities.State+Result TransitionTo(Game.Rendering.Utilities.State state);