public override sealed SceneState Step(ILightingController controller, Random random) { if (_animation.Step(controller, _pattern, random) == AnimationState.Complete) { return(SceneState.Complete); } _timing.Delay(); _pattern.NextState(random); return(SceneState.InProgress); }
public override SceneState Step(ILightingController controller, Random random) { if (_currentAnimation.Step(controller, _currentPattern, random) == AnimationState.Complete) { return(SceneState.Complete); } _currentTiming.Delay(); _currentPattern.NextState(random); return(SceneState.InProgress); }
public override SceneState Step(ILightingController controller, Random random) { var pattern = _onOrOff ? _on : _off; _onOrOff = !_onOrOff; _animation.Step(controller, pattern, random); _timing.Delay(); pattern.NextState(random); _currentStep++; if (_currentStep < 30) { return(SceneState.InProgress); } return(SceneState.Complete); }
public override DemoState Step(ILightingController controller, Random random) { if (_currentAnimation == null || _currentTiming == null || _currentPattern == null) { return(DemoState.Complete); } if (_currentAnimation.Step(controller, _currentPattern, random) == AnimationState.Complete) { if (!NextScene(controller, random)) { return(DemoState.Complete); } return(DemoState.InProgress); } _currentTiming.Delay(); _currentPattern.NextState(random); return(DemoState.InProgress); }