| Activate | Activate the control state machine |
| CreateSimpleControl | Create a simple control that at every time step applies the specified action. |
| CreateState | Create a new state, add it to the state machine and return it. |
| Deactivate | Deactivate the control state machine |
| Equals | Determines whether the specified object is equal to the current object. (Inherited from Object) |
| Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object) |
| GetHashCode | Serves as the default hash function. (Inherited from Object) |
| GetOrCreateAction | Get action with id, or create it if it does not exist |
| GetType | Gets the Type of the current instance. (Inherited from Object) |
| Initialize | Initialize state machine |
| MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object) |
| ReplaceAction | Replace one action with a new action, updating the Actions list and also the action in all states. |
| Reset | Reset the state machine and all the states. |
| SetGlobalStateTransitionTable | Set the same transition table to all states |
| SetStateTransitionTable | Set the same transition table to all states |
| ToString | Returns a string that represents the current object. (Inherited from Object) |
| Update | Update control state machine for the given time interval |
| UpdateStateAction |
Update action of a state.
Both the state and the action must be part of this control, i.e. in the list of States and Actions respectively. |
| Validate | Validate state machine and all states. |