Example #1
0
        public void Constrain(string toName, params string[] fromNames)
        {
            List <StateListItem> fromItems = new List <StateListItem> ();
            StateListItem        toItem    = null;

            foreach (StateListItem nameItem in items)
            {
                if (nameItem.Equals(toName))
                {
                    toItem = (nameItem);
                }
            }
            if (toItem == null)
            {
                throw new UnityException("Cannot find item " + toName);
            }

            foreach (string name in fromNames)
            {
                foreach (StateListItem nameItem in items)
                {
                    if (nameItem.Equals(name))
                    {
                        fromItems.Add(nameItem);
                    }
                }
            }
            controlledStateChanges.Add(toItem, fromItems.ToArray());
        }
Example #2
0
 public void StateChanged(StateListItem fromItem, StateListItem toItem, bool allowed = true)
 {
     if (StateChangedEvent != null)                                     // fire the event
     {
         StateChangedEvent(new StateChange(fromItem, toItem, list, allowed));
     }
 }
Example #3
0
        public bool Change(string name)
        {
            foreach (StateListItem item in list.items)
            {
                if (item.Equals(name))
                {
// if there are controls over a given StateItem, enforce them
                    if (list.controlledStateChanges.ContainsKey(item))
                    {
//												Debug.Log ("--- enforcing change limits for changing to " + item.ToString ());
                        foreach (StateListItem allowedItem in list.controlledStateChanges[item])
                        {
                            //	Debug.Log ("... can change from state " + allowedItem.ToString ());
                            if (allowedItem.Equals(myState))
                            {
                                //Debug.Log (".... and that is what we are trying to do!");
                                StateChanged(myState, item);
                                myState = item;
                                return(true);
                            }
                        }
                        StateChanged(myState, item, false);
                        return(false);
                    }

                    StateChanged(myState, item);
                    myState = item;
                    return(true);
                }
            }
            return(false);
        }
Example #4
0
 public StateChange(StateListItem fromS, StateListItem toS, StateList li, bool a)
 {
     if (fromS.name == "" || toS.name == "")
     {
         throw new Exception("cannot change to empty states");
     }
     fromState = fromS;
     toState   = toS;
     list      = li;
     allowed   = a;
 }
Example #5
0
 public bool Change(string name, bool force)
 {
     if (force)
     {
         if (list.Contains(name))
         {
             myState = list.Item(name);
             return(true);
         }
         else
         {
             return(false);
         }
     }
     else
     {
         return(Change(name));
     }
 }
Example #6
0
 public State(string name, string itemName)
 {
     list    = StateList.GetList(name);
     myState = list.Item(itemName);
 }
Example #7
0
 public State(string name)
 {
     list    = StateList.GetList(name);
     myState = list.First();
 }