Example #1
0
 public override void Bind()
 {
     base.Bind();
     _IsMovingProperty             = new P <Boolean>(this, "IsMoving");
     _MovementStateMachineProperty = new MovementStateMachine(this, "MovementStateMachine");
     _FiringCommandProperty        = new P <Boolean>(this, "FiringCommand");
     _FireStateMachineProperty     = new FireStateMachine(this, "FireStateMachine");
     _FireTimeOutElapsedProperty   = new P <Boolean>(this, "FireTimeOutElapsed");
     _ShouldFireProperty           = new P <Boolean>(this, "ShouldFire");
     _AsteroidsDestroyedProperty   = new P <Int32>(this, "AsteroidsDestroyed");
     _WeaponProperty        = new P <BaseWeaponViewModel>(this, "Weapon");
     _IsAliveProperty       = new P <Boolean>(this, "IsAlive");
     _MovementSpeedProperty = new P <Single>(this, "MovementSpeed");
     this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.MoveTransition);
     this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.StopTransition);
     this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.FireTransition);
     this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.StopTransition);
 }
 public override void Bind()
 {
     base.Bind();
     _IsMovingProperty = new P<Boolean>(this, "IsMoving");
     _MovementStateMachineProperty = new MovementStateMachine(this, "MovementStateMachine");
     _FiringCommandProperty = new P<Boolean>(this, "FiringCommand");
     _FireStateMachineProperty = new FireStateMachine(this, "FireStateMachine");
     _FireTimeOutElapsedProperty = new P<Boolean>(this, "FireTimeOutElapsed");
     _ShouldFireProperty = new P<Boolean>(this, "ShouldFire");
     _AsteroidsDestroyedProperty = new P<Int32>(this, "AsteroidsDestroyed");
     _WeaponProperty = new P<BaseWeaponViewModel>(this, "Weapon");
     _IsAliveProperty = new P<Boolean>(this, "IsAlive");
     _MovementSpeedProperty = new P<Single>(this, "MovementSpeed");
     this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.MoveTransition);
     this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.StopTransition);
     this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.FireTransition);
     this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.StopTransition);
 }