private void DefineGraph(IReadOnlyDictionary <string, int> portCount, HashSet <IDictionary <string, object> > links, TransitionHandler <State <object>, State <object>, Type> handler) { var link = new Dictionary <string, object>(); var address = handler.GetAddress().Split(new string[] { "::" }, StringSplitOptions.None); link.Add("source", handler.GetStateTransition().GetSourceName()); link.Add("target", handler.GetStateTransition().GetTargetName()); link.Add("label", address.Length == 3 ? address[2] : "TO"); var sourcePortKey = handler.GetStateTransition().GetSourceName(); var sourcePort = address.Length != 3 ? (portCount[sourcePortKey] != 0 ? portCount[sourcePortKey] + 1 : 0) : 1; var targetPortKey = string.Concat("TO", "::", handler.GetStateTransition().GetTargetName()); int targetPort = address.Length != 3 ? (portCount[targetPortKey] != 0 ? portCount[targetPortKey] + 1 : 1) : 0; link.Add("port", sourcePort + targetPort); links.Add(link); }
/// <summary> /// Set handler which is called upon each state transition, i.e. not when /// staying in the same state. /// </summary> public void OnTransition(TransitionHandler transitionHandler) { _transitionEvent.Add(transitionHandler); }
protected void SetTransitionHandler(IStateResult result, TransitionHandler handler) { TransitionHandlers.GetTransitionHandler(result).Returns(handler); }
private void Awake() { me = this; fade = GetComponent <Image>(); }
private void Awake() { TransitionHandler = GameObject.Find("Transition Handler").GetComponent <TransitionHandler>(); }
void Awake() { instance = this; }
/** * Sets the transitionHandler. * * @param transitionHandler * the transitionHandler to set */ public void setTransitionHandler(TransitionHandler transitionHandler) { this.transitionHandler = transitionHandler; }