2016-09-12 12:29:20 +02:00

789 lines
20 KiB
HTML

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div>
<div id="main">
<div id="navigation">
<h2>Modules</h2>
<ul><li>
<a href="index.html">index</a>
</li></ul>
<ul>
<li><a href="AIBalancer.html">AIBalancer</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li>Assign</li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="DCSAirbase.html">DCSAirbase</a></li>
<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
<li><a href="DCSCommand.html">DCSCommand</a></li>
<li><a href="DCSController.html">DCSController</a></li>
<li><a href="DCSGroup.html">DCSGroup</a></li>
<li><a href="DCSObject.html">DCSObject</a></li>
<li><a href="DCSTask.html">DCSTask</a></li>
<li><a href="DCSTypes.html">DCSTypes</a></li>
<li><a href="DCSUnit.html">DCSUnit</a></li>
<li><a href="DCSWorld.html">DCSWorld</a></li>
<li><a href="DCScountry.html">DCScountry</a></li>
<li><a href="DCStimer.html">DCStimer</a></li>
<li><a href="DCStrigger.html">DCStrigger</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Detection.html">Detection</a></li>
<li><a href="DetectionManager.html">DetectionManager</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Patrol.html">Patrol</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process.html">Process</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Process_Smoke.html">Process_Smoke</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="StateMachine.html">StateMachine</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="StaticObject.html">StaticObject</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_Client_Menu.html">Task_Client_Menu</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="env.html">env</a></li>
<li><a href="land.html">land</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>Assign</code></h1>
<p>(SP) (MP) (FSM) Accept or reject process for player (task) assignments.</p>
<hr/>
<h1>1) <a href="##(ASSIGN_ACCEPT)">#ASSIGN_ACCEPT</a> class, extends <a href="Process.html##(PROCESS)">Process#PROCESS</a></h1>
<p>The <a href="##(ASSIGN_ACCEPT)">#ASSIGN_ACCEPT</a> class accepts by default a task for a player. No player intervention is allowed to reject the task.</p>
<h2>1.1) ASSIGN_ACCEPT constructor:</h2>
<ul>
<li><a href="##(ASSIGN_ACCEPT).New">ASSIGN_ACCEPT.New</a>(): Creates a new ASSIGN_ACCEPT object.</li>
</ul>
<h2>1.2) ASSIGN_ACCEPT state machine:</h2>
<p>The ASSIGN_ACCEPT is a state machine: it manages the different events and states of the Controllable it is controlling.</p>
<h3>1.2.1) ASSIGN_ACCEPT Events:</h3>
<ul>
<li><a href="##(ASSIGN_ACCEPT).Start">ASSIGN_ACCEPT.Start</a>( ProcessUnit ): Start the tasking acceptance process.</li>
<li><a href="##(ASSIGN_ACCEPT).Assign">ASSIGN_ACCEPT.Assign</a>( ProcessUnit ): Assign the task.</li>
</ul>
<h3>1.2.2) ASSIGN_ACCEPT States:</h3>
<ul>
<li><strong>UnAssigned</strong>: The player has not accepted the task.</li>
<li><strong>Assigned</strong>: The player has accepted the task.</li>
</ul>
<h3>1.2.3) ASSIGN_ACCEPT state transition functions:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition functions will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition function needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition function returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition function needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition functions need to provide a return value, which is specified at the function description.</p></li>
</ul>
<h2>1.3) Manage the ASSIGN_ACCEPT parameters:</h2>
<p>The following methods are available to modify the parameters of a ASSIGN_ACCEPT object:</p>
<hr/>
<h1>2) <a href="##(ASSIGN_MENU_ACCEPT)">#ASSIGN<em>MENU</em>ACCEPT</a> class, extends <a href="Process.html##(PROCESS)">Process#PROCESS</a></h1>
<p>The <a href="##(ASSIGN_MENU_ACCEPT)">#ASSIGN<em>MENU</em>ACCEPT</a> class accepts a task when the player accepts the task through an added menu option.
This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
The assignment type also allows to reject the task.</p>
<h2>1.1) ASSIGN<em>MENU</em>ACCEPT constructor:</h2>
<ul>
<li><a href="##(ASSIGN_MENU_ACCEPT).New">ASSIGN<em>MENU</em>ACCEPT.New</a>(): Creates a new ASSIGN<em>MENU</em>ACCEPT object.</li>
</ul>
<h2>1.2) ASSIGN<em>MENU</em>ACCEPT state machine:</h2>
<p>The ASSIGN<em>MENU</em>ACCEPT is a state machine: it manages the different events and states of the Controllable it is controlling.</p>
<h3>1.2.1) ASSIGN<em>MENU</em>ACCEPT Events:</h3>
<ul>
<li><a href="##(ASSIGN_MENU_ACCEPT).Start">ASSIGN<em>MENU</em>ACCEPT.Start</a>( ProcessUnit ): Start the tasking acceptance process.</li>
<li><a href="##(ASSIGN_MENU_ACCEPT).Assign">ASSIGN<em>MENU</em>ACCEPT.Assign</a>( ProcessUnit ): Assign the task.</li>
<li><a href="##(ASSIGN_MENU_ACCEPT).Reject">ASSIGN<em>MENU</em>ACCEPT.Reject</a>( ProcessUnit ): Reject the task..</li>
</ul>
<h3>1.2.2) ASSIGN<em>MENU</em>ACCEPT States:</h3>
<ul>
<li><strong>UnAssigned</strong>: The player has not accepted the task.</li>
<li><strong>Assigned</strong>: The player has accepted the task.</li>
<li><strong>Rejected</strong>: The player has rejected the task.</li>
</ul>
<h3>1.2.3) ASSIGN<em>MENU</em>ACCEPT state transition functions:</h3>
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
There are 2 moments when state transition functions will be called by the state machine:</p>
<ul>
<li><p><strong>Before</strong> the state transition.
The state transition function needs to start with the name <strong>OnBefore + the name of the state</strong>.
If the state transition function returns false, then the processing of the state transition will not be done!
If you want to change the behaviour of the AIControllable at this event, return false,
but then you'll need to specify your own logic using the AIControllable!</p></li>
<li><p><strong>After</strong> the state transition.
The state transition function needs to start with the name <strong>OnAfter + the name of the state</strong>.
These state transition functions need to provide a return value, which is specified at the function description.</p></li>
</ul>
<h2>1.3) Manage the ASSIGN<em>MENU</em>ACCEPT parameters:</h2>
<p>The following methods are available to modify the parameters of a ASSIGN<em>MENU</em>ACCEPT object:</p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#ASSIGN_ACCEPT">ASSIGN_ACCEPT</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#ASSIGN_MENU_ACCEPT">ASSIGN_MENU_ACCEPT</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(ASSIGN_ACCEPT)">Type <code>ASSIGN_ACCEPT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).ClassName">ASSIGN_ACCEPT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).New">ASSIGN_ACCEPT:New(ProcessUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Creates a new task assignment state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).ProcessUnit">ASSIGN_ACCEPT.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).TargetZone">ASSIGN_ACCEPT.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).Task">ASSIGN_ACCEPT.Task</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_ACCEPT).TaskBriefing">ASSIGN_ACCEPT.TaskBriefing</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(ASSIGN_MENU_ACCEPT)">Type <code>ASSIGN_MENU_ACCEPT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).ClassName">ASSIGN_MENU_ACCEPT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).Menu">ASSIGN_MENU_ACCEPT.Menu</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).MenuAcceptTask">ASSIGN_MENU_ACCEPT.MenuAcceptTask</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).MenuAssign">ASSIGN_MENU_ACCEPT:MenuAssign()</a></td>
<td class="summary">
<p>Menu function.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).MenuReject">ASSIGN_MENU_ACCEPT:MenuReject()</a></td>
<td class="summary">
<p>Menu function.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).MenuRejectTask">ASSIGN_MENU_ACCEPT.MenuRejectTask</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).New">ASSIGN_MENU_ACCEPT:New(ProcessUnit, TaskBriefing, TaskName)</a></td>
<td class="summary">
<p>Creates a new task assignment state machine.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).ProcessUnit">ASSIGN_MENU_ACCEPT.ProcessUnit</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).TargetZone">ASSIGN_MENU_ACCEPT.TargetZone</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).Task">ASSIGN_MENU_ACCEPT.Task</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).TaskBriefing">ASSIGN_MENU_ACCEPT.TaskBriefing</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).TaskName">ASSIGN_MENU_ACCEPT.TaskName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).onafterAssign">ASSIGN_MENU_ACCEPT:onafterAssign(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).onafterReject">ASSIGN_MENU_ACCEPT:onafterReject(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(ASSIGN_MENU_ACCEPT).onafterStart">ASSIGN_MENU_ACCEPT:onafterStart(ProcessUnit, Event, From, To)</a></td>
<td class="summary">
<p>StateMachine callback function</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(ASSIGN_ACCEPT)">#ASSIGN_ACCEPT</a></em>
<a id="ASSIGN_ACCEPT" >
<strong>ASSIGN_ACCEPT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(ASSIGN_MENU_ACCEPT)">#ASSIGN_MENU_ACCEPT</a></em>
<a id="ASSIGN_MENU_ACCEPT" >
<strong>ASSIGN_MENU_ACCEPT</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Assign)" >Type <code>Assign</code></a></h2>
<h2><a id="#(ASSIGN_ACCEPT)" >Type <code>ASSIGN_ACCEPT</code></a></h2>
<p>ASSIGN_ACCEPT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ASSIGN_ACCEPT).ClassName" >
<strong>ASSIGN_ACCEPT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_ACCEPT).New" >
<strong>ASSIGN_ACCEPT:New(ProcessUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Creates a new task assignment state machine.</p>
<p>The process will accept the task by default, no player intervention accepted.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Unit.html##(UNIT)">Unit#UNIT</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(ASSIGN_ACCEPT)">#ASSIGN_ACCEPT</a>:</em>
The task acceptance process.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Unit.html##(UNIT)">Unit#UNIT</a></em>
<a id="#(ASSIGN_ACCEPT).ProcessUnit" >
<strong>ASSIGN_ACCEPT.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></em>
<a id="#(ASSIGN_ACCEPT).TargetZone" >
<strong>ASSIGN_ACCEPT.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Task.html##(TASK_BASE)">Task#TASK_BASE</a></em>
<a id="#(ASSIGN_ACCEPT).Task" >
<strong>ASSIGN_ACCEPT.Task</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_ACCEPT).TaskBriefing" >
<strong>ASSIGN_ACCEPT.TaskBriefing</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(ASSIGN_MENU_ACCEPT)" >Type <code>ASSIGN_MENU_ACCEPT</code></a></h2>
<p>ASSIGN<em>MENU</em>ACCEPT class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(ASSIGN_MENU_ACCEPT).ClassName" >
<strong>ASSIGN_MENU_ACCEPT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_MENU_ACCEPT).Menu" >
<strong>ASSIGN_MENU_ACCEPT.Menu</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_MENU_ACCEPT).MenuAcceptTask" >
<strong>ASSIGN_MENU_ACCEPT.MenuAcceptTask</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).MenuAssign" >
<strong>ASSIGN_MENU_ACCEPT:MenuAssign()</strong>
</a>
</dt>
<dd>
<p>Menu function.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).MenuReject" >
<strong>ASSIGN_MENU_ACCEPT:MenuReject()</strong>
</a>
</dt>
<dd>
<p>Menu function.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_MENU_ACCEPT).MenuRejectTask" >
<strong>ASSIGN_MENU_ACCEPT.MenuRejectTask</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).New" >
<strong>ASSIGN_MENU_ACCEPT:New(ProcessUnit, TaskBriefing, TaskName)</strong>
</a>
</dt>
<dd>
<p>Creates a new task assignment state machine.</p>
<p>The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Unit.html##(UNIT)">Unit#UNIT</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>: </p>
</li>
<li>
<p><code><em> TaskName </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(ASSIGN_MENU_ACCEPT)">#ASSIGN<em>MENU</em>ACCEPT</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Unit.html##(UNIT)">Unit#UNIT</a></em>
<a id="#(ASSIGN_MENU_ACCEPT).ProcessUnit" >
<strong>ASSIGN_MENU_ACCEPT.ProcessUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></em>
<a id="#(ASSIGN_MENU_ACCEPT).TargetZone" >
<strong>ASSIGN_MENU_ACCEPT.TargetZone</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Task.html##(TASK_BASE)">Task#TASK_BASE</a></em>
<a id="#(ASSIGN_MENU_ACCEPT).Task" >
<strong>ASSIGN_MENU_ACCEPT.Task</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_MENU_ACCEPT).TaskBriefing" >
<strong>ASSIGN_MENU_ACCEPT.TaskBriefing</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(ASSIGN_MENU_ACCEPT).TaskName" >
<strong>ASSIGN_MENU_ACCEPT.TaskName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).onafterAssign" >
<strong>ASSIGN_MENU_ACCEPT:onafterAssign(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).onafterReject" >
<strong>ASSIGN_MENU_ACCEPT:onafterReject(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(ASSIGN_MENU_ACCEPT).onafterStart" >
<strong>ASSIGN_MENU_ACCEPT:onafterStart(ProcessUnit, Event, From, To)</strong>
</a>
</dt>
<dd>
<p>StateMachine callback function</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> ProcessUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string Event </em></code>: </p>
</li>
<li>
<p><code><em>#string From </em></code>: </p>
</li>
<li>
<p><code><em>#string To </em></code>: </p>
</li>
</ul>
</dd>
</dl>
</div>
</div>
</body>
</html>