public static bool InstallKitchenSensors(this IRepository <IDbProperties> repository, KitchenState state, out KitchenState kitchenNewState) { var sensors = state.Sensors; var dbProperties = new List <IDbProperties>(); foreach (var sensor in sensors.ToList()) { var dataTypes = new List <IDataTypes> { new DataTypes("@kitchen", SqlDbType.NVarChar, 50, state.KitchenId, ParameterDirection.Input, false, false, ""), new DataTypes("@tag", SqlDbType.NVarChar, 50, sensor.Tag, ParameterDirection.Input, false, false, ""), new DataTypes("@role", SqlDbType.NVarChar, 50, sensor.Role, ParameterDirection.Input, false, false, ""), new DataTypes("@sensorid", SqlDbType.UniqueIdentifier, 0, string.Empty, ParameterDirection.Output, false, false, "@sensorid") }; var repos = new DbProperties("InstallKitchenSensor", dataTypes, string.Empty, true, "@sensorid", sensor.Tag); dbProperties.Add(repos); } var x = repository.Update(dbProperties); if (x > 0) { var sensorsSpec = new List <SensorSpec>(); foreach (var sensor in sensors.ToList()) { var outputs = repository.OutPuts; sensor.SensorId = outputs.ToList().FirstOrDefault(y => y.Identifier == sensor.Tag).Value; sensorsSpec.Add(sensor); } kitchenNewState = new KitchenState(state.KitchenId, state.Tag, sensorsSpec); return(true); } kitchenNewState = state; return(false); }
void Update() { if (State == KitchenState.WaitingForCollection && Customer.NumInState(CustomerState.WaitingForMeal) == 0) { State = KitchenState.WaitingForOrder; } }
protected void Initialize() { StateBathroom = GetComponentInChildren(typeof(BathroomState)) as BathroomState; StateKitchen = GetComponentInChildren(typeof(KitchenState)) as KitchenState; StateBedroom = GetComponentInChildren(typeof(BedroomState)) as BedroomState; StateCloset = GetComponentInChildren(typeof(ClosetState)) as ClosetState; FSM = new FiniteStateMachine<MovingVoice>(this); }
protected void Initialize() { StateBathroom = GetComponentInChildren(typeof(BathroomState)) as BathroomState; StateKitchen = GetComponentInChildren(typeof(KitchenState)) as KitchenState; StateBedroom = GetComponentInChildren(typeof(BedroomState)) as BedroomState; StateCloset = GetComponentInChildren(typeof(ClosetState)) as ClosetState; FSM = new FiniteStateMachine <MovingVoice>(this); }
public State GetState(string aState) { switch (aState) { case "customer": CustomerState.SetupCmdProcessor(); return(CustomerState); case "kitchen": KitchenState.SetupCmdProcessor(); return(KitchenState); case "foh": FOHState.SetupCmdProcessor(); return(FOHState); } return(null); }
void Interact(Waiter waiter) { interactor = waiter; switch (State) { case KitchenState.WaitingForOrder: { State = KitchenState.MenuVisible; break; } case KitchenState.WaitingForCollection: { waiter.Meal = meal; State = KitchenState.WaitingForOrder; break; } } }
void Start() { interactive = GetComponent <Interactive>(); interactive.SetInteraction(Interact, ValidateInteraction); State = KitchenState.WaitingForOrder; }
IEnumerator CookMeal(float seconds) { yield return(new WaitForSeconds(seconds)); State = KitchenState.WaitingForCollection; }