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 |