Example #1
0
        // TODO : The below function seems to be inefficient, revisit for optimization, if required
        public override void Update()
        {
            non_active_states_temp.Clear();

            for (int i = active_states.Count - 1; i >= 0; i--)
            {
                FuSMState state = active_states[i];

                if (!(state.getActivation() > state.LowerBound))
                {
                    state.exit();

                    active_states.RemoveAt(i);

                    non_active_states_temp.Add(state);
                }
            }

            for (int i = non_active_states.Count - 1; i >= 0; i--)
            {
                FuSMState state = non_active_states[i];

                if (state.getActivation() > state.LowerBound)
                {
                    state.enter();

                    non_active_states.RemoveAt(i);

                    active_states.Add(state);
                }
            }

            non_active_states.AddRange(non_active_states_temp);

            foreach (FuSMState state in active_states)
            {
                state.Update();
            }
        }
Example #2
0
 public void addState(FuSMState state)
 {
     states.Add(state);
 }