public LazyEnumerator( IEnumerable <System.Func <IAsyncResultFunc <TContext> > > asyncActions, IEnumeratorFactory <TContext> enumeratorFactory) { this.asyncActions = asyncActions; this.enumeratorFactory = enumeratorFactory; }
public StateSet(IEnumeratorFactory enter, IEnumeratorFactory update, IEnumeratorFactory exit) { this.enter = enter; this.update = update; this.exit = exit; locked = false; }
public StateSet(IEnumeratorFactory enter, IEnumeratorFactory update, IEnumeratorFactory exit, bool locked) { this.enter = enter; this.update = update; this.exit = exit; this.locked = locked; }
public BuildAsyncActionBuilders( IEnumerable <System.Action <AsyncFuncBuilder <TContext> > > asyncActionBuilderActions, IEnumeratorFactory <TContext> enumeratorFactory) { this.asyncActionBuilderActions = asyncActionBuilderActions; this.enumeratorFactory = enumeratorFactory; }
public StateSet(IEnumeratorFactory update) { this.enter = null; this.update = update; this.exit = null; locked = false; }
private IEnumerator StateHandler(int state, IEnumeratorFactory enter, IEnumeratorFactory update, IEnumeratorFactory exit) { IEnumerator enter_ = enter != null?enter() : null; IEnumerator update_ = update != null?update() : null; IEnumerator exit_ = exit != null?exit() : null; if (stateSets[state].locked) { _locked = true; } while (enter_ != null && enter_.MoveNext()) { yield return(enter_.Current); } while (update_ != null && currentStates.Contains(state) && update_.MoveNext()) { yield return(update_.Current); } while (currentStates.Contains(state)) { yield return(null); } while (exit_ != null && exit_.MoveNext()) { yield return(exit_.Current); } if (stateSets[state].locked) { _locked = false; } }
public StateSet ( IEnumeratorFactory enter , IEnumeratorFactory update , IEnumeratorFactory exit , bool locked ) { this.enter = enter; this.update = update; this.exit = exit; this.locked = locked; }
public StateSet ( IEnumeratorFactory enter , IEnumeratorFactory update , IEnumeratorFactory exit ) { this.enter = enter; this.update = update; this.exit = exit; locked = false; }
public StateSet ( IEnumeratorFactory update ) { this.enter = null; this.update = update; this.exit = null; locked = false; }
private IEnumerator StateHandler ( int state , IEnumeratorFactory enter , IEnumeratorFactory update , IEnumeratorFactory exit ) { IEnumerator enter_ = enter != null ? enter() : null; IEnumerator update_ = update != null ? update() : null; IEnumerator exit_ = exit != null ? exit() : null; if ( stateSets[ state ].locked ) _locked = true; while ( enter_ != null && enter_.MoveNext() ) yield return enter_.Current; while ( update_ != null && currentStates.Contains( state ) && update_.MoveNext() ) yield return update_.Current; while ( currentStates.Contains( state ) ) yield return null; while ( exit_ != null && exit_.MoveNext() ) yield return exit_.Current; if ( stateSets[ state ].locked ) _locked = false; }