| ExecuteFrameDelegate(TState top, TStaticState staticState, StackSystem< TState, TStaticState, TResult > stackSystem) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| ExecuteStep(ExecuteFrameDelegate executeFrame) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| FinalizeResult(TResult result) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| FoundResult (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| Halt() (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| Initialize(TState state) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| PushFrame(TState state) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| Result (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| Running (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| Stack (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| StackSystem(TStaticState staticState) (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | |
| staticState (defined in DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult >) | DungeonArchitect.Utils.StackSystem< TState, TStaticState, TResult > | protected |