Exemple #1
0
        private void State_StateCompleted(object sender, ScriptStateEventArgs e)
        {
            CurrentState = null;
            States.TryGetValue(e.NextState, out _CurrentState);
            if (CurrentState.Type == ScriptState.StateType.Complete)
            {
                Status   = StatusType.Completed;
                _EndTime = DateTime.Now;
                //_MazeDataPoint.Stop();
                //DataPointReady?.Invoke(this, _MazeDataPoint);
                //ScriptEnd?.Invoke(this, new ScriptEndEventArgs(true, RunTime));
                //CurrentState = StartState;
            }
            StateChanged?.Invoke(this, new ScriptMachineEventArgs(CurrentState));
            _MazeDataPoint.Stop();
            _MazeDataPoint.ExitAction = e.Condition.Label;
            //DataPointReady?.Invoke(this, _MazeDataPoint);
            _MazeDataPoint         = new MazeDataPoint(CurrentState.Name);
            _MazeDataPoint.Session = _SessionLoop.CurrentIteration;
            _MazeDataPoint.Trial   = _TrialLoop.CurrentIteration;
            DataPointReady?.Invoke(this, _MazeDataPoint);

            if (CurrentState.Type == ScriptState.StateType.Complete)
            {
                ScriptEnd?.Invoke(this, new ScriptEndEventArgs(true, RunTime));
                //CurrentState = StartState;

                if (_TrialLoop.Next() > 0)
                {
                    RunTrial();
                }
                else
                {
                    _TrialLoop.Reset();
                    if (_SessionLoop.Next() > 0)
                    {
                        RunSession();
                    }
                    else
                    {
                        SessionSetComplete?.Invoke(this, new EventArgs());
                    }
                }
            }
        }
Exemple #2
0
 private void ScriptFSM_StateConditionTriggered(object sender, ScriptStateEventArgs e)
 {
     RunConditionCommands(e.Condition);
 }
Exemple #3
0
 private void State_StateConditionTriggered(object sender, ScriptStateEventArgs e)
 {
     StateConditionTriggered?.Invoke(sender, e);
 }