Example #1
0
        public virtual IEnumerator <ITask> SetTimerHandler(SetTimer setTimer)
        {
            MessageTimestamp timeStamp = setTimer.GetHeader <MessageTimestamp>();
            DateTime         start;

            if (timeStamp == null)
            {
                start = DateTime.Now;
            }
            else
            {
                start = timeStamp.Value;
            }

            StringBuilder log = new StringBuilder();

            if (_state.Timeout > 0 && _state.Expires > DateTime.Now)
            {
                log.AppendFormat(
                    CultureInfo.InvariantCulture,
                    "Override previous timer of {0}ms, expected at {1}.",
                    _state.Timeout,
                    _state.Expires
                    );
#if URT_MINCLR
                log.Append("\n");
#else
                log.AppendLine();
#endif
            }

            if (setTimer.Body.Interval > 0)
            {
                _state.Timeout = setTimer.Body.Interval;
                _state.Expires = start.AddMilliseconds(_state.Timeout);

                log.AppendFormat(
                    CultureInfo.InvariantCulture,
                    "Set new timer of {0}ms, expected at {1}.",
                    _state.Timeout,
                    _state.Expires
                    );
            }
            else
            {
                _state.Timeout = 0;
                _state.Expires = DateTime.MaxValue;

                log.Append("Timer stopped");
            }
            LogVerbose(log.ToString());

            setTimer.ResponsePort.Post(DefaultUpdateResponseType.Instance);

            SendNotification(_subMgr, setTimer);
            yield break;
        }
Example #2
0
    public static void shutdown(string[] args)
    {
        Console.WriteLine("Scheduled shutdown : '1' : YES / '2' : NO / 'spacebar' to restart");

        ConsoleKeyInfo readedKey = Console.ReadKey(true);

        switch (readedKey.Key)
        {
        case ConsoleKey.D1:

            Regex hourFormat = new Regex(@"^\d{2}:\d{2}:\d{2}$");
            Console.WriteLine("shutdownTime (HH:mm:ss) =");
            shutdownTime = Console.ReadLine();

            if (hourFormat.IsMatch(shutdownTime))
            {
                int h = 0, m = 0, s = 0;
                int.TryParse(shutdownTime.Substring(0, 2), out h);
                int.TryParse(shutdownTime.Substring(3, 2), out m);
                int.TryParse(shutdownTime.Substring(6, 2), out s);

                if (h < 24 && m < 60 && s < 60 && h >= 0 && m >= 0 && s >= 0)
                {
                    Console.WriteLine("Computer will shutdown at " + shutdownTime);
                    SetTimer.setshutdownTimer();
                    SetTimer.setTimer();
                }
                else
                {
                    Console.WriteLine("Invalid format (HH:mm:ss)"); goto case ConsoleKey.D1;
                }
            }
            else
            {
                Console.WriteLine("Invalid format (HH:mm:ss)"); goto case ConsoleKey.D1;
            }

            break;

        case ConsoleKey.D2:
            SetTimer.setTimer();
            break;

        case ConsoleKey.Spacebar:
            Console.Clear();
            Main(args);
            break;

        default:
            shutdown(args);
            break;
        }
    }
Example #3
0
 void Tick(object source, ElapsedEventArgs e)
 {
     if (this.InvokeRequired)
     {
         SetTimer si = new SetTimer(Tick);
         this.Invoke(si, new object[] { null, null });
     }
     else
     {
         var    ts = DateTime.Now - useTime;
         double n  = ts.TotalSeconds;
         if (n == 0)
         {
             n = 1;
         }
         int sp = (int)(runTimes / n);
         this.label6.Text = "耗时:" + ts.ToString(@"hh\:mm\:ss") + " 速度:" + sp + "次/秒";
     }
 }
Example #4
0
        public MainWindow()
        {
            InitializeComponent();
            //check if launced as admin waysearch
            nread = new NTFSRead();
            nread.getPriv();
            timerupdate = new SetTimer();
            timerupdate.startTimer(30);
            mainw.Topmost      = true;
            this.ShowInTaskbar = true;
            WindowState        = WindowState.Normal;

            this.Left = (SystemParameters.PrimaryScreenWidth / 2) - mainw.Width / 2;
            this.Top  = (SystemParameters.PrimaryScreenHeight / 4);

            //event handler
            browseContent.LoadCompleted   += MainFrame_ContentRendered;
            resultsList.MouseDoubleClick  += new System.Windows.Input.MouseButtonEventHandler(ListBoxItem_MouseDoubleClick);
            resultsList.MouseDown         += new System.Windows.Input.MouseButtonEventHandler(ListBoxItem_MouseDown);
            resultsList.KeyDown           += new System.Windows.Input.KeyEventHandler(ListBoxItem_KeyDown);
            resultsList.SelectionChanged  += new SelectionChangedEventHandler(itemSelected);
            resultsList.MouseLeftButtonUp += new MouseButtonEventHandler(ListBoxItem_Selected);
            SourceChord.FluentWPF.SystemTheme.ThemeChanged += this.SystemTheme_ThemeChanged;
            search.PreviewKeyDown += search_PreviewKeyDown;
            this.Dispatcher.UnhandledException += OnDispatcherUnhandledException;
            Loaded       += OnLoaded;
            StateChanged += OnStateChanged;
            // register the event that is fired after the key press.
            hook.KeyPressed += new EventHandler <KeyPressedEventArgs>(hook_KeyPressed);

            //DESIGN CHANGE
            changeDesign("small");

            // register the controls
            hook.RegisterHotKey(ModifierKeys.Alt, Keys.Space);
        }
    public float radiusChange = 5f;//radio para asustarse y cambiar gas venenoso


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kinRoselia      = roselia.kineticsAgent;
        steeringRoselia = roselia.steeringAgent;
        kineticsTrainer = trainer.kineticsAgent;
        kineticsRival   = rival.kineticsAgent;

        Kinetics[] targets = new Kinetics[2];
        targets[0] = kineticsTrainer;
        targets[1] = kineticsRival;


        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        ShowIcon        showSweet         = new ShowIcon(this.gameObject, "SweetGas");
        DisableIcon     disableSweet      = new DisableIcon(this.gameObject, "SweetGas");
        ShowIcon        showPoison        = new ShowIcon(this.gameObject, "PoisonGas");
        DisableIcon     disablePoison     = new DisableIcon(this.gameObject, "PoisonGas");
        ChangeSmellSent changeSmellPoison = new ChangeSmellSent(sendSmell, "Poison");
        ChangeSmellSent changeSmellSweet  = new ChangeSmellSent(sendSmell, "Sweet");
        SetTimer        setPoisonTimer;


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para seguir camino

        entryActions = new List <Action>()
        {
            showSweet, changeSmellSweet
        };
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disableSweet
        };

        State sweetGasState = new State(actions, entryActions, exitActions);

        entryActions = new List <Action>()
        {
            showPoison, changeSmellPoison
        };
        actions     = new List <Action>();
        exitActions = new List <Action>()
        {
            disablePoison
        };

        State poisonGasState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:

        // roselia solo usara veneno durante 30 segs
        TimeOut poisonTimer = new TimeOut(30f);

        setPoisonTimer = new SetTimer(poisonTimer);

        TooClose closeTrainer = new TooClose(kinRoselia, kineticsTrainer, radiusChange);
        TooClose closeRival   = new TooClose(kinRoselia, kineticsRival, radiusChange);

        OrCondition  anyTargetClose = new OrCondition(closeTrainer, closeRival);
        NotCondition noOneClose     = new NotCondition(anyTargetClose);


        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;

        transitionActions = new List <Action>()
        {
            setPoisonTimer
        };
        Transition anyHumanClose = new Transition(anyTargetClose, transitionActions, poisonGasState);

        transitionActions = new List <Action>();
        Transition poisonTimeOut = new Transition(poisonTimer, transitionActions, sweetGasState);


        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions = new List <Transition>()
        {
            anyHumanClose
        };

        sweetGasState.transitions = transitions;

        transitions = new List <Transition>()
        {
            poisonTimeOut
        };
        poisonGasState.transitions = transitions;


        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { sweetGasState, poisonGasState };
        roseliaMachine = new StateMachine(states, sweetGasState);
    }
Example #6
0
    // public float radiusAlert = 40f;//radio para alertarse
    // public float radiusRun = 35f;//radio para huir


    void Start()
    {
        //INICIALIZAMOS LA DATA DEL EXTERIOR
        kineticsAgent      = agent.kineticsAgent;
        steeringAgent      = agent.steeringAgent;
        kineticsTrainer    = trainer.kineticsAgent;
        kineticsRival      = rival.kineticsAgent;
        sightSensor        = sightComponent.sensor;
        sightSensorPokemon = sightComponentPokemon.sensor;
        soundSensor        = soundComponent.sensor;



        //Piedras
        stones = GameObject.FindGameObjectsWithTag("Stone");
        List <GameObject> stonesList = new List <GameObject>(stones);


        //Inicializamos grafo y A*
        graph = graphComponent.graph;
        aStar = new PathFindAStar(graph, null, null, null, walkable);

        //Inicializamos seek
        seek = new Seek(kineticsAgent, kineticsAgent, maxAccel);

        //Inicializamos lookwehereyougoing
        look = new LookWhereYouAreGoing(kineticsAgent);

        //Obstaculos
        GameObject[]    obstacles     = GameObject.FindGameObjectsWithTag("Obstacle");
        obstacle_data[] obstaclesData = new obstacle_data[obstacles.Length];

        for (int k = 0; k < obstacles.Length; k++)
        {
            obstaclesData[k] = obstacles[k].GetComponent <obstacle_data>();
        }

        //Puntos estrategicos
        strategicPoints = pointsComponent.coverNodes;



        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:

        //acciones relacionadas a astar
        FollowPathOfPoints        followPath       = new FollowPathOfPoints(steeringAgent, seek, null, false);
        UpdateFollowPathWithAstar updateFollow     = new UpdateFollowPathWithAstar(followPath, aStar, obstaclesData);
        UpdateAstarBestCoverPoint updateAstarCover = new UpdateAstarBestCoverPoint(strategicPoints, transform, new Transform[] { kineticsRival.transform, kineticsTrainer.transform }, obstaclesData, graph, aStar, walkable);
        UpdateAStarSeenStone      updateAstarStone = new UpdateAStarSeenStone(sightSensor, aStar, graph, transform, walkable);
        //acciones de manejo de giros
        SetAngularSpeed setDefaultRotation = new SetAngularSpeed(kineticsAgent, 10f);
        SetAngularSpeed setZeroRotation    = new SetAngularSpeed(kineticsAgent, 0f);
        StopMoving      stop       = new StopMoving(kineticsAgent, steeringAgent);
        LookWhereGoing  lookAction = new LookWhereGoing(look, steeringAgent);
        //acciones de manejo de srpites
        ShowDefaultSprite defaultSprite = new ShowDefaultSprite(pokemonData);
        RunSprite         showRunSprite = new RunSprite(pokemonData);
        Evolve2           evolve;
        ShowIcon          showExclamation    = new ShowIcon(this.gameObject, "Exclamation");
        DisableIcon       disableExclamation = new DisableIcon(this.gameObject, "Exclamation");
        ShowIcon          showSweat          = new ShowIcon(this.gameObject, "Sweat");
        DisableIcon       disableSweat       = new DisableIcon(this.gameObject, "Sweat");
        //acciones de asistencia
        ResetSensor     resetSight        = new ResetSensor(sightSensor);
        ResetSensor     resetSightPokemon = new ResetSensor(sightSensorPokemon);
        ResetSensor     resetSound        = new ResetSensor(soundSensor);
        ResetSensorList resetSensors      = new ResetSensorList(new List <ResetSensor>()
        {
            resetSight, resetSound, resetSightPokemon
        });
        //acciones de tiempo
        SetTimer setAlertTime;
        //acciones que modifican la maquina de estados misma
        RemoveStateTransition removeTouchStone;
        RemoveStateTransition removeSawStone;
        RemoveStateTransition removeSawStone2;
        RemoveAction          removeDefaultSpriteAction;
        RemoveAction          removeRunSpriteAction;
        RemoveAction          removeRunSpriteAction2;



        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado para esperar sin hacer nada
        //durante este estado eevee estara quieto hasta que algun humano lo haga reaccionar
        entryActions = new List <Action>()
        {
            stop, defaultSprite, setZeroRotation, resetSensors
        };                                                                                     //al entrar al estado debemos parar y sentarnos
        removeDefaultSpriteAction = new RemoveAction(defaultSprite, entryActions);
        actions = new List <Action>()
        {
        };                            //hacer guardia girando
        exitActions = new List <Action>()
        {
        };

        State wait = new State(actions, entryActions, exitActions);


        //2.b estado para sorprenderse
        //durante este estado eevee dara vueltas en alterta angustiado porque escucho algo, este estado durara solo cierto tiempo
        entryActions = new List <Action>()
        {
            showExclamation, setDefaultRotation
        };                                                                      //al entrar al estado debemos sorprendernos
        actions = new List <Action>()
        {
        };
        exitActions = new List <Action>()
        {
            disableExclamation, setZeroRotation
        };                                                                    //al salir dejamos de sorprendernos

        State alert = new State(actions, entryActions, exitActions);

        //2.c estado para perseguir piedra
        //durante este estado eevee se concentrara unicamente en buscar las piedra que vio
        entryActions = new List <Action>()
        {
            updateAstarStone, updateFollow, showExclamation, showRunSprite
        };                                                                                                 //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction2 = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableExclamation
        };                                                    //al salir no hacemos nada

        State followStone = new State(actions, entryActions, exitActions);

        //2.d estado para perseguir punto de encuentro
        //durante este estado eevee buscara donde esconderse, puede verse interrumpido si accidentalmente toca una piedra o se comprometio su escondite
        entryActions = new List <Action>()
        {
            updateAstarCover, updateFollow, showSweat, showRunSprite, resetSensors
        };                                                                                                         //al entrar al estado debemos actualizar el a* y luego el camino
        removeRunSpriteAction = new RemoveAction(showRunSprite, entryActions);
        actions = new List <Action>()
        {
            followPath, lookAction
        };                                                   //durante la accion seguimos el camino
        exitActions = new List <Action>()
        {
            disableSweat
        };                                              //al salir no hacemos nada

        State followCoverPoint = new State(actions, entryActions, exitActions);

        //2.extra dummy states
        //estos estados son de relleno para facilitar la activacion de ciertas acciones en le orden adecuado
        entryActions = new List <Action>(); //al entrar al estado debemos parar y sentarnos
        actions      = new List <Action>(); //hacer guardia girando
        exitActions  = new List <Action>(); //al salir no hacemos nada

        State evolveState1 = new State(actions, entryActions, exitActions);
        State evolveState2 = new State(actions, entryActions, exitActions);



        //3. CONDICIONES:

        SawSomething       sawStone            = new SawSomething(sightSensor, "Stone");               //si vemos una piedra evolutiva
        SawSomething       sawHuman            = new SawSomething(sightSensor, "Human");               //si vemos una persona
        HeardSomething     heardHumanClose     = new HeardSomething(soundSensor, "Human", 0f);         //si escuchamos a un humano cerca
        HeardSomething     heardHumanVeryClose = new HeardSomething(soundSensor, "Human", 5f);         //si escuchamos a un  humanos muy cerca
        TouchedGameObjects touchedStone        = new TouchedGameObjects(stonesList, transform, "Sun"); //si tocamos una piedra evolutiva

        evolve = new Evolve2(pokemonData, touchedStone, updateAstarCover, aStar);
        FollowArrived       arrived        = new FollowArrived(followPath, transform);                      //si llegamos al objetivo de follow
        PokemonInCoverPoint otherInMyCover = new PokemonInCoverPoint(aStar, sightSensorPokemon, transform); //si vemos que un pokemon se metio en nuestro escondite

        TimeOut alertTimeOut = new TimeOut(5f);

        setAlertTime = new SetTimer(alertTimeOut);
        TrueCondition alwaysTrue = new TrueCondition();


        //4. TRANSICIONES:

        List <Action> transitionsActions;
        List <Action> noActions = new List <Action>();

        transitionsActions = new List <Action>()
        {
            setAlertTime
        };
        Transition heardCloseHuman     = new Transition(heardHumanClose, transitionsActions, alert);
        Transition seemsSafe           = new Transition(alertTimeOut, noActions, wait);
        Transition heardVeryCloseHuman = new Transition(heardHumanVeryClose, noActions, followCoverPoint);

        transitionsActions = new List <Action>()
        {
        };
        Transition sawAhuman        = new Transition(sawHuman, transitionsActions, followCoverPoint);
        Transition sawAstone        = new Transition(sawStone, transitionsActions, followStone);
        Transition pokemonInMyCover = new Transition(otherInMyCover, transitionsActions, followCoverPoint);

        //transiciones dummy
        transitionsActions = new List <Action>()
        {
            evolve
        };
        Transition evolving1 = new Transition(alwaysTrue, transitionsActions, followCoverPoint);
        Transition evolving2 = new Transition(alwaysTrue, transitionsActions, wait);


        transitionsActions = new List <Action>()
        {
            evolve, removeDefaultSpriteAction, removeRunSpriteAction, removeRunSpriteAction2
        };
        Transition touchStone1 = new Transition(touchedStone, transitionsActions, evolveState1);
        Transition touchStone2 = new Transition(touchedStone, transitionsActions, evolveState2);

        //si evolucionamos debemos quitar las transiciones relacionadas a las stones
        removeSawStone   = new RemoveStateTransition(sawAstone, followCoverPoint);
        removeSawStone2  = new RemoveStateTransition(sawAstone, alert);
        removeTouchStone = new RemoveStateTransition(touchStone1, followCoverPoint);
        transitionsActions.Add(removeSawStone);
        transitionsActions.Add(removeSawStone2);
        transitionsActions.Add(removeTouchStone);

        Transition arrivedFollowEnd = new Transition(arrived, noActions, wait);

        //4.1 AGREGAMOS TRANSICIONES A ESTADOS

        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, heardCloseHuman
        };
        wait.transitions = transitions;

        transitions = new List <Transition>()
        {
            sawAhuman, sawAstone, heardVeryCloseHuman, seemsSafe
        };
        alert.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving1
        };
        evolveState1.transitions = transitions;

        transitions = new List <Transition>()
        {
            evolving2
        };
        evolveState2.transitions = transitions;


        transitions = new List <Transition>()
        {
            touchStone1, sawAstone, pokemonInMyCover, arrivedFollowEnd, sawAhuman
        };
        followCoverPoint.transitions = transitions;

        transitions = new List <Transition>()
        {
            touchStone2, arrivedFollowEnd, pokemonInMyCover
        };
        followStone.transitions = transitions;



        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { wait, alert, followCoverPoint, followStone, evolveState1, evolveState2 };
        eeveeMachine = new StateMachine(states, wait);
    }
Example #7
0
 public void SetTimer_Time()
 {
     var timer = new SetTimer();
     Action <object, System.Timers.ElapsedEventArgs> result = timer.Timer_Elapsed(00 : 00 : 00 : 02)
 }
Example #8
0
    // Start is called before the first frame update
    void Start()
    {
        //DATOS EXTERNOS
        smellSensor     = smellSensorScript.sensor;
        soundSensor     = soundSensorScript.sensor;
        kinTrainer      = trainerStaticData.kineticsAgent;
        steeringTrainer = trainerStaticData.steeringAgent;

        //COMENZAMOS A CONSTRUIR LA MAQUINA DE ESTADOS

        //1. ACCIONES:
        ShowIcon    showPoisoned    = new ShowIcon(this.gameObject, "Poisoned");
        DisableIcon disablePoisoned = new DisableIcon(this.gameObject, "Poisoned");
        ShowIcon    showSleep       = new ShowIcon(this.gameObject, "Sleeping");
        DisableIcon disableSleep    = new DisableIcon(this.gameObject, "Sleeping");
        SetTimer    setPoisonClock;
        SetTimer    setSleepClock;
        ResetSensor resetSmellSensor = new ResetSensor(smellSensor);
        ResetSensor resetSoundSensor = new ResetSensor(soundSensor);

        List <ResetSensor> resets = new List <ResetSensor>()
        {
            resetSmellSensor, resetSoundSensor
        };
        ResetSensorList resetAllSensor = new ResetSensorList(resets);

        UpdateMaxSpeed  setOriginalSpeed      = new UpdateMaxSpeed(trainerStaticData, trainerStaticData.maxspeed);
        UpdateMaxSpeed  setSlowSpeed          = new UpdateMaxSpeed(trainerStaticData, poisonedSpeed);
        UpdateMaxSpeed  setZeroSpeed          = new UpdateMaxSpeed(trainerStaticData, 0f);
        SetAngularSpeed setAngularToZero      = new SetAngularSpeed(kinTrainer, 0f);
        SetAngularAccel setAngularAccelToZero = new SetAngularAccel(steeringTrainer, 0f);


        //accion para deshabilitar todos scripts de interes mientras dormimos
        List <DisableScript> disables = new List <DisableScript>();

        foreach (var script in scriptsToDisable)
        {
            disables.Add(new DisableScript(script));
        }
        DisableScriptList disableScripts = new DisableScriptList(disables);

        //accion para habilitar todos los script de interes si despertamos
        List <EnableScript> enables = new List <EnableScript>();

        foreach (var script in scriptsToDisable)
        {
            enables.Add(new EnableScript(script));
        }
        EnableScriptList enableScripts = new EnableScriptList(enables);


        //2. ESTADOS:

        List <Action> entryActions; //aqui iremos guardanndo todas las acciondes de entrada
        List <Action> exitActions;  //aqui iremos guardanndo todas las acciones de salida
        List <Action> actions;      //aqui guardaremos todas las acciones intermedias

        //2.a estado donde estamos sanos

        entryActions = new List <Action>(); //al entrar al estado ponemos un corazon
        actions      = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions  = new List <Action>(); //al salir quitamos el corazon

        State healthyState = new State(actions, entryActions, exitActions);

        //2.b estado donde estamos envenenados

        entryActions = new List <Action>()
        {
            showPoisoned, setSlowSpeed
        };                                 //al entrar al estado ponemos un corazon
        actions     = new List <Action>(); //durante el estado perseguimos al enamorado
        exitActions = new List <Action>()
        {
            disablePoisoned, resetAllSensor, setOriginalSpeed
        };                                                                                  //al salir quitamos el corazon

        State poisonedState = new State(actions, entryActions, exitActions);

        //2.c estado donde estamos dormidos

        entryActions = new List <Action>()
        {
            showSleep, setZeroSpeed, disableScripts, setAngularAccelToZero, setAngularToZero
        };                             //al entrar al estado ponemos un corazon
        actions = new List <Action>(); //durante el estado perseguimos al enamorado
        //al salir debemos:
        // quitar el icono de dormir, resetear el sensor de sonido, reset el sensor de aroma porque puede haber un sweet
        // volver a habilitar lo que se deba
        exitActions = new List <Action>()
        {
            disableSleep, resetAllSensor, setOriginalSpeed, enableScripts
        };                                                                                              //al salir quitamos el corazon

        State sleepState = new State(actions, entryActions, exitActions);

        //3. CONDICIONES:
        SmelledSomething smelledPoison = new SmelledSomething(smellSensor, "Poison");
        SmelledSomething smelledSweet  = new SmelledSomething(smellSensor, "Sweet");
        HeardSleepSong   heardSong     = new HeardSleepSong(soundSensor);
        TimeOut          poisonClock   = new TimeOut(poisonTimer);

        setPoisonClock = new SetTimer(poisonClock);
        TimeOut sleepClock = new TimeOut(sleepTimer);

        setSleepClock = new SetTimer(sleepClock);



        //4. TRANSICIONES:

        List <Action> noActions = new List <Action>();
        List <Action> transitionActions;


        transitionActions = new List <Action>()
        {
            setPoisonClock
        };
        Transition gotPoisoned   = new Transition(smelledPoison, transitionActions, poisonedState);
        Transition poisonTimeOut = new Transition(poisonClock, noActions, healthyState);
        Transition sweetScent    = new Transition(smelledSweet, noActions, healthyState);

        transitionActions = new List <Action>()
        {
            setSleepClock
        };
        Transition gotSlept     = new Transition(heardSong, transitionActions, sleepState);
        Transition sleepTimeOut = new Transition(sleepClock, noActions, healthyState);



        //4.1 AGREGAMOS TRANSICIONES A ESTADOS
        List <Transition> transitions;

        transitions = new List <Transition>()
        {
            gotPoisoned, gotSlept
        };;
        healthyState.transitions = transitions;

        poisonedState.transitions = new List <Transition>()
        {
            poisonTimeOut, sweetScent
        };

        sleepState.transitions = new List <Transition>()
        {
            sleepTimeOut, sweetScent
        };

        //5 MAQUINA DE ESTADOS
        State[] states = new State[] { healthyState, poisonedState, sleepState };
        trainerStatusMachine = new StateMachine(states, healthyState);
    }