using System.Collections.Generic; namespace Aitex.Core.RT.Fsm { public interface IStateMachine { string Name { get; set; } int ElapsedTime { get; } int EnterTime { set; } int State { get; } int LastMsg { get; } int PrevState { get; } void Init(int initState, int interval); void Start(); void Loop(); void Stop(); void Transition(int state, int msg, FsmFunc func, int next); void AnyStateTransition(int msg, FsmFunc func, int next); void EnterExitTransition(int state, FsmFunc enter, int msg, FsmFunc exit); void PostMsg(int msg, object[] args); void PostMsgWithoutLock(int msg, object[] args); void MapState(int state, string stringState); void MapMessage(int message, string stringMessage); bool FindTransition(int state, int msg); bool CheckExecuted(); bool CheckExecuted(int msg); bool CheckExecuted(int msg, out int currentMsg, out List msgQueue); } }