public static void InitializeContainers() { CityLogic _cityLogic = new CityLogic(); StateLogic _stateLogic = new StateLogic(); var cities = _cityLogic.GetAll(); foreach (var city in cities) { _cityViewModels.Add(new CityViewModel() { Id = city.Id, StateId = city.StateId, Title = city.Title }); } var states = _stateLogic.GetAll(); foreach (var state in states) { _stateViewModels.Add(new StateViewModel() { Id = state.Id, Title = state.Title, Latitude = state.Latitude.HasValue ? state.Latitude.Value : 0, Longitude = state.Longitude.HasValue ? state.Longitude.Value : 0 }); } }
public BeneficiaryController() { _logic = new BeneficiaryLogic(); _employeeLogic = new EmployeeLogic(); _relationLogic = new RelationLogic(); _stateLogic = new StateLogic(); }
public StateMachine <TState, TEvent> Build() { var factory = new StandardFactory <TState, TEvent>(); var transitionLogic = new TransitionLogic <TState, TEvent>(this.stateContainer, this.stateContainer); var stateLogic = new StateLogic <TState, TEvent>(transitionLogic, this.stateContainer, this.stateContainer); transitionLogic.SetStateLogic(stateLogic); return(new StateMachine <TState, TEvent>(factory, stateLogic)); }
public ActiveStateMachine <TState, TEvent> CreateActiveStateMachine(string name) { var stateContainer = new StateContainer <TState, TEvent>(name); foreach (var stateIdAndLastActiveState in this.initiallyLastActiveStates) { stateContainer.SetLastActiveStateFor(stateIdAndLastActiveState.Key, stateIdAndLastActiveState.Value); } var transitionLogic = new TransitionLogic <TState, TEvent>(stateContainer, stateContainer); var stateLogic = new StateLogic <TState, TEvent>(transitionLogic, stateContainer, stateContainer); transitionLogic.SetStateLogic(stateLogic); var standardFactory = new StandardFactory <TState, TEvent>(); var stateMachine = new StateMachine <TState, TEvent>(standardFactory, stateLogic); return(new ActiveStateMachine <TState, TEvent>(stateMachine, stateContainer, this.stateDefinitions, this.initialState)); }
/* * boardSize.X is the number of columns on the Tetris board and boardSize.Y is the row count. * * The score store is responsible for loading and saving player scores between instances/sessions. * The library provides the implementation PlayerScoreFile, but it's a possible customization point. * Some front end might want to store the player score in a database on the internet and thus use another score store. */ public TetrisGame(Vec2i boardSize, IScoreStore <PlayerScore> scoreStore) { _stateLogic = new StateLogic(scoreStore); _boardLogic = new BoardLogic(boardSize, _stateLogic); }