public Gate() { OpenedState = new OpenState(this); ClosedState = new CloseState(this); LockedState = new LockState(this); UnlockedState = new UnLockState(this); CurrentGateState = OpenedState; }
public void Add(IGateState gateState, int gateNr) { if (_gateStateItems.ContainsKey(gateNr)) { throw new ArgumentException($"An item with gate number {gateNr} already exist."); } _gateStateItems.Add(gateNr, gateState); }
public void Enter() { this.gateState = gateState.Enter(); }
public void PayFail() { this.gateState = gateState.PayFail(); }
public void PayOk() { this.gateState = gateState.PayOk(); }
public void Enter() { this.state = this.state.Enter(); }
public void PayFailed() { this.state = this.state.PayFailed(); }
public void PayFailed() { this.gateState = this.gateState.PayFailed(); }
public void ChangeState(IGateState newState) { this.state = newState; }
public void ChangeState(IGateState state) { _state = state; }
public Gate() { _state = new ClosedState(this); }
public void ChangeState(IGateState newState) { Console.WriteLine($"Changing gate state to {newState.GetType().Name}"); _state = newState; }
public Gate(int neededPayment) { _neededPayment = neededPayment; _state = new ClosedGateState(); }
public Gate() { this.state = new ClosedGateState(this); }
public void PayOk() { this.state = this.state.PayOk(); }
public void ChangeState(IGateState s) { this.state = s; }
public Gate(IGateState gateState) { this.gateState = gateState; }