Esempio n. 1
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        public void Transition2_4_RRTest()
        {
            var countDown = new CountdownEvent(1);

            foreach (var a in TestDef.Constant.DoubleTriggerButtons)
            {
                countDown.Reset();
                var gestureDef = new List <IfButtonGestureDefinition>()
                {
                    new IfButtonGestureDefinition(
                        (ctx) => { return(true); },
                        a as DSL.Def.AcceptableInIfButtonClause,
                        (ctx) => { Assert.Fail(); },
                        (ctx) => { Assert.Fail(); },
                        (ctx) => { countDown.Signal(); })
                };
                using (var Global = new StateGlobal())
                {
                    var S0  = new State0(Global, new List <GestureDefinition>());
                    var S1  = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), new List <OnButtonGestureDefinition>(), gestureDef);
                    var S2  = S1.S2;
                    var res = S2.Reset();
                    Assert.IsTrue(res is State0);
                    Assert.IsTrue(Global.IgnoreNext.Contains(Helper.Convert(a as DSL.Def.AcceptableInOnClause).GetPair()));
                    Assert.IsTrue(countDown.Wait(50));
                }
            }
        }
Esempio n. 2
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 public void Transition3_0_RRTest()
 {
     using (var countDown = new CountdownEvent(2))
     {
         foreach (var a in TestDef.Constant.DoubleTriggerButtons)
         {
             foreach (var b in TestDef.Constant.DoubleTriggerButtons)
             {
                 var gestureDefA = new List <IfButtonGestureDefinition>()
                 {
                     new IfButtonGestureDefinition(
                         (ctx) => { return(true); },
                         a as DSL.Def.AcceptableInIfButtonClause,
                         (ctx) => { Assert.Fail(); },
                         (ctx) => { Assert.Fail(); },
                         (ctx) => { Assert.Fail(); })
                 };
                 var gestureDefB = new List <OnButtonWithIfButtonGestureDefinition>()
                 {
                     new OnButtonWithIfButtonGestureDefinition(
                         (ctx) => { return(true); },
                         a as DSL.Def.AcceptableInOnClause,
                         b as DSL.Def.AcceptableInIfButtonClause,
                         (ctx) => { Assert.Fail(); },
                         (ctx) => { countDown.Signal(); },
                         (ctx) => { countDown.Signal(); })
                 };
                 foreach (var c in TestDef.Constant.DoubleTriggerButtons)
                 {
                     if (a == c)
                     {
                         continue;
                     }
                     countDown.Reset();
                     using (var Global = new StateGlobal())
                     {
                         var S0  = new State0(Global, new List <GestureDefinition>());
                         var S1  = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), gestureDefB, gestureDefA);
                         var S2  = S1.S2;
                         var S3  = new State3(Global, S0, S2, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), Helper.Convert(b as DSL.Def.AcceptableInOnClause), S2.T3, gestureDefB);
                         var ev  = Helper.Convert(c as DSL.Def.AcceptableInOnClause).GetPair();
                         var res = S3.Input((Def.Event.IEvent)ev, new Point());
                         if (b == c)
                         {
                             Assert.IsTrue(res.NextState is State2);
                             Assert.IsTrue(Global.IgnoreNext.Count() == 0);
                             Assert.IsTrue(countDown.Wait(50));
                         }
                         else
                         {
                             Assert.IsTrue(res.NextState is State3);
                             Assert.IsTrue(Global.IgnoreNext.Count() == 0);
                             Assert.IsFalse(countDown.Wait(50));
                         }
                     }
                 }
             }
         }
     }
 }
Esempio n. 3
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        void Start()
        {
            mState1             = State1.ScaleUp;
            mState2_IsFadingOut = false;
            mShakeDirects       = new Vector3[] {
                new Vector3(-1F, 1F, 0F)
                , new Vector3(1F, -1.2F, 0F)
                , new Vector3(1.2F, 1F, 0F)
                , new Vector3(-1.2F, -0.8F, 0F)
            };

            mSprWeb = Pool_GameObj.GetObj(Prefab_GoSpriteWeb).GetComponent <tk2dSprite>();
            if (NameSprite != null && NameSprite != "")
            {
                mSprWeb.spriteId = mSprWeb.GetSpriteIdByName(NameSprite);
            }
            Transform ts = mSprWeb.transform;

            mSprWeb.gameObject.SetActive(true);
            ts.parent        = transform;
            ts.localPosition = Vector3.zero;
            Color c = ColorInitialize;

            c.a           = 1F;
            mSprWeb.color = c;
            mTsWeb        = ts;

            mTimeWaitFadeout = TimeWebScaleUp + TimeShake - TimeFadeOut;
            mColorWeb        = mSprWeb.color;
        }
Esempio n. 4
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 public void State2MustBypassInputToStrokeWatcher_RRTest()
 {
     foreach (var a in TestDef.Constant.DoubleTriggerButtons)
     {
         var gestureDef = new List <OnButtonGestureDefinition>()
         {
             new OnButtonWithIfStrokeGestureDefinition(
                 (ctx) => { return(true); },
                 a as DSL.Def.AcceptableInOnClause,
                 new Def.Stroke(Def.Direction.Down),
                 (ctx) => { })
         };
         foreach (var b in TestDef.Constant.Buttons)
         {
             using (var Global = new StateGlobal())
             {
                 Global.StrokeWatcher.Dispose();
                 Global.StrokeWatcher = new StrokeWatcherMock();
                 var S0 = new State0(Global, new List <GestureDefinition>());
                 var S1 = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), gestureDef, new List <IfButtonGestureDefinition>());
                 var S2 = S1.S2;
                 S2.Input(Helper.Convert(b as DSL.Def.AcceptableInIfButtonClause), new Point(0, 0));
                 S2.Input(Def.Constant.Move, new Point(100, 100));
                 Console.WriteLine(((StrokeWatcherMock)Global.StrokeWatcher).queue.Count());
                 Assert.IsTrue(((StrokeWatcherMock)Global.StrokeWatcher).queue.SequenceEqual(new List <Point>()
                 {
                     new Point(0, 0),
                     new Point(100, 100)
                 }));
             }
         }
     }
 }
Esempio n. 5
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        public ActionResult Create(UserInfo1 user)
        {
            if (!ModelState.IsValid)
            {
                var viewModel = new UserViewModel
                {
                    UserInfo  = user,
                    States    = context.States.ToList(),
                    Countries = context.Countries.ToList()
                };

                return(View("Create", viewModel));
            }
            if (user.Id == 0)
            {
                context.UserInfoes.Add(user);
            }
            else
            {
                State1   m1       = new State1();
                Country1 m2       = new Country1();
                var      userInDb = context.UserInfoes.Single(c => c.Id == user.Id);
                userInDb.Name    = user.Name;
                userInDb.DOB     = user.DOB;
                user.State       = m1.Name;
                userInDb.State   = user.State;
                user.Country     = m2.Name;
                userInDb.Country = user.Country;
            }

            context.SaveChanges();

            return(RedirectToAction("Index"));
        }
Esempio n. 6
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    void Start()
    {
        mState1 = State1.ScaleUp;
        mState2_IsFadingOut = false;
        mShakeDirects = new Vector3[]{
                        new Vector3(-1F,1F,0F)
                        ,new Vector3(1F,-1.2F,0F)
                        ,new Vector3(1.2F,1F,0F)
                        ,new Vector3(-1.2F,-0.8F,0F)
                };

        mSprWeb = Pool_GameObj.GetObj(Prefab_GoSpriteWeb).GetComponent<tk2dSprite>();
        if (NameSprite != null && NameSprite != "")
            mSprWeb.spriteId = mSprWeb.GetSpriteIdByName(NameSprite);
        Transform ts = mSprWeb.transform;
        mSprWeb.gameObject.SetActive(true);
        ts.parent = transform;
        ts.localPosition = Vector3.zero;
        Color c = ColorInitialize;
        c.a = 1F;
        mSprWeb.color = c;
        mTsWeb = ts;

        mTimeWaitFadeout = TimeWebScaleUp + TimeShake - TimeFadeOut;
        mColorWeb = mSprWeb.color;
    }
Esempio n. 7
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        public void ChangeStateTest()
        {
            StateMachine sm = new StateMachine(); // TODO: 初始化为适当的值

            Assert.IsNull(sm.GetState());
            var state1 = new State1();

            //测试基本changestate
            sm.ChangeState(state1);
            Assert.AreSame(state1, sm.GetState());
            Assert.AreEqual(state1.ToString(), "S1Enter");

            //测试对同一个state设置
            sm.ChangeState(state1);
            Assert.AreSame(state1, sm.GetState());
            Assert.AreEqual(state1.ToString(), "S1Enter");

            sm.Update();


            var state2 = sm.GetState();

            Assert.AreNotSame(state1, state2);
            Assert.AreEqual(state1.ToString(), "S1");
            Assert.AreEqual(state2.ToString(), "S2Enter");
        }
Esempio n. 8
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        public void State3MustHaveGivenArgumentsTest()
        {
            var gestureDef = new List <OnButtonWithIfButtonGestureDefinition>()
            {
                new OnButtonWithIfButtonGestureDefinition(
                    (ctx) => { return(true); },
                    DSL.Def.Constant.RightButton,
                    DSL.Def.Constant.LeftButton,
                    null,
                    (ctx) => { },
                    null)
            };
            var S0 = new State0(new StateGlobal(), new List <GestureDefinition>());
            var S1 = new State1(S0.Global, S0, ctx, Def.Constant.RightButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
            var S2 = S1.S2;
            var S3 = new State3(S1.Global, S0, S2, ctx, Def.Constant.RightButtonDown, Def.Constant.LeftButtonDown, S2.T3, gestureDef);

            Assert.AreEqual(S3.Global, S1.Global);
            Assert.AreEqual(S3.S0, S0);
            Assert.AreEqual(S3.S2, S2);
            Assert.AreEqual(S3.primaryEvent, Def.Constant.RightButtonDown);
            Assert.AreEqual(S3.secondaryEvent, Def.Constant.LeftButtonDown);
            Assert.AreEqual(S3.T0, S2.T3);
            Assert.AreEqual(S3.T1.Count(), 1);
        }
    public Client()
    {
        var factory = new StateFactory();
        var first   = new State1(factory, this);

        CurrentState = factory.GetOrCreate <State1>(() => first);
    }
        public async Task RehydrateState_returns_state_correctly(
            IStateRehydrator <State1> rehydrator, Guid streamId, State1 state)
        {
            Mock.Get(rehydrator).Setup(x => x.TryRehydrateState(streamId)).ReturnsAsync(state);
            State1 actual = await rehydrator.RehydrateState(streamId);

            actual.Should().BeSameAs(state);
        }
Esempio n. 11
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 /// <summary>
 /// Initializes a new instance of ObjectBinder class.
 /// </summary>
 public ObjectBinder()
 {
     state0 = new State0(this);
     state1 = new State1(this);
     state2 = new State2(this);
     state3 = new State3(this);
     state4 = new State4(this);
     state5 = new State5(this);
 }
Esempio n. 12
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 public void RestorePrimaryButtonClickTest()
 {
     using (var Global = new StateGlobal())
     {
         var S0 = new State0(new StateGlobal(), new List <GestureDefinition>());
         {
             var S1 = new State1(Global, S0, ctx, Def.Constant.LeftButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
             mouseEvents.Clear();
             Assert.AreEqual(mouseEvents.Count, 0);
             S1.RestorePrimaryButtonClickEvent()();
             Assert.AreEqual(mouseEvents.Count, 2);
             Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_LBUTTONDOWN);
             Assert.AreEqual(mouseEvents[1].Item1, LowLevelMouseHook.Event.WM_LBUTTONUP);
         }
         {
             var S1 = new State1(Global, S0, ctx, Def.Constant.MiddleButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
             mouseEvents.Clear();
             Assert.AreEqual(mouseEvents.Count, 0);
             S1.RestorePrimaryButtonClickEvent()();
             Assert.AreEqual(mouseEvents.Count, 2);
             Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_MBUTTONDOWN);
             Assert.AreEqual(mouseEvents[1].Item1, LowLevelMouseHook.Event.WM_MBUTTONUP);
         }
         {
             var S1 = new State1(Global, S0, ctx, Def.Constant.RightButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
             mouseEvents.Clear();
             Assert.AreEqual(mouseEvents.Count, 0);
             S1.RestorePrimaryButtonClickEvent()();
             Assert.AreEqual(mouseEvents.Count, 2);
             Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_RBUTTONDOWN);
             Assert.AreEqual(mouseEvents[1].Item1, LowLevelMouseHook.Event.WM_RBUTTONUP);
         }
         {
             var S1 = new State1(Global, S0, ctx, Def.Constant.X1ButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
             mouseEvents.Clear();
             Assert.AreEqual(mouseEvents.Count, 0);
             S1.RestorePrimaryButtonClickEvent()();
             Assert.AreEqual(mouseEvents.Count, 2);
             Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_XBUTTONDOWN);
             Assert.IsTrue(mouseEvents[0].Item2.mouseData.asXButton.isXButton1);
             Assert.AreEqual(mouseEvents[1].Item1, LowLevelMouseHook.Event.WM_XBUTTONUP);
             Assert.IsTrue(mouseEvents[1].Item2.mouseData.asXButton.isXButton1);
         }
         {
             var S1 = new State1(Global, S0, ctx, Def.Constant.X2ButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
             mouseEvents.Clear();
             Assert.AreEqual(mouseEvents.Count, 0);
             S1.RestorePrimaryButtonClickEvent()();
             Assert.AreEqual(mouseEvents.Count, 2);
             Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_XBUTTONDOWN);
             Assert.IsTrue(mouseEvents[0].Item2.mouseData.asXButton.isXButton2);
             Assert.AreEqual(mouseEvents[1].Item1, LowLevelMouseHook.Event.WM_XBUTTONUP);
             Assert.IsTrue(mouseEvents[1].Item2.mouseData.asXButton.isXButton2);
         }
     }
 }
Esempio n. 13
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 public void Transition1_2_RRTest()
 {
     using (var countDown = new CountdownEvent(2))
     {
         foreach (var a in TestDef.Constant.DoubleTriggerButtons)
         {
             var gestureDefA = new List <OnButtonGestureDefinition>()
             {
                 new OnButtonWithIfStrokeGestureDefinition(
                     (ctx) => { return(true); },
                     a as DSL.Def.AcceptableInOnClause,
                     new Def.Stroke(new List <Def.Direction>()
                 {
                     Def.Direction.Down
                 }),
                     (ctx) => { countDown.Signal(); })
             };
             var gestureDefB = new List <IfButtonGestureDefinition>()
             {
                 new IfButtonGestureDefinition(
                     (ctx) => { return(true); },
                     a as DSL.Def.AcceptableInIfButtonClause,
                     (ctx) => { Assert.Fail(); },
                     (ctx) => { Assert.Fail(); },
                     (ctx) => { countDown.Signal(); })
             };
             foreach (var b in TestDef.Constant.DoubleTriggerButtons)
             {
                 countDown.Reset();
                 using (var Global = new StateGlobal())
                 {
                     var S0 = new State0(Global, new List <GestureDefinition>());
                     var S1 = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), gestureDefA, gestureDefB);
                     Global.StrokeWatcher.strokes.Add(new Stroke.Stroke(
                                                          Global.Config.Gesture.StrokeDirectionChangeThreshold,
                                                          Global.Config.Gesture.StrokeExtensionThreshold,
                                                          Def.Direction.Down));
                     var ev  = Helper.Convert(b as DSL.Def.AcceptableInOnClause).GetPair();
                     var res = S1.Input((Def.Event.IEvent)ev, new Point());
                     if (a == b)
                     {
                         Assert.IsTrue(res.NextState is State0);
                         Assert.IsTrue(countDown.Wait(50));
                     }
                     else
                     {
                         Assert.IsTrue(res.NextState is State1);
                         Assert.IsFalse(countDown.Wait(50));
                     }
                 }
             }
         }
     }
 }
 /// <summary>
 /// source: https://stackoverflow.com/a/263416
 /// </summary>
 /// <returns></returns>
 public override int GetHashCode()
 {
     unchecked
     {
         int hash = 17;
         hash = hash * 23 + State1.GetHashCode();
         hash = hash * 23 + StackSymbol.GetHashCode();
         hash = hash * 23 + State2.GetHashCode();
         return(hash);
     }
 }
Esempio n. 15
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        public void State2MustHaveGivenArgumentsTest()
        {
            var defA = new List <OnButtonGestureDefinition>()
            {
                new OnButtonWithIfButtonGestureDefinition(
                    (ctx) => { return(true); },
                    DSL.Def.Constant.RightButton,
                    DSL.Def.Constant.WheelUp,
                    null,
                    (ctx) => { },
                    null),
                new OnButtonWithIfButtonGestureDefinition(
                    (ctx) => { return(false); },
                    DSL.Def.Constant.RightButton,
                    DSL.Def.Constant.LeftButton,
                    null,
                    (ctx) => { },
                    null),
                new OnButtonWithIfStrokeGestureDefinition(
                    (ctx) => { return(false); },
                    DSL.Def.Constant.RightButton,
                    new Def.Stroke(new List <Def.Direction>()
                {
                    Def.Direction.Up
                }),
                    (ctx) => { })
            };
            var defB = new List <IfButtonGestureDefinition>()
            {
                new IfButtonGestureDefinition(
                    (ctx) => { return(true); },
                    DSL.Def.Constant.LeftButton,
                    null,
                    (ctx) => { },
                    null)
            };
            var S0 = new State0(new StateGlobal(), new List <GestureDefinition>());
            var S1 = new State1(S0.Global, S0, ctx, Def.Constant.RightButtonDown, defA, defB);
            var S2 = S1.S2;

            Assert.AreEqual(S2.Global, S0.Global);
            Assert.AreEqual(S2.S0, S0);
            Assert.AreEqual(S2.ctx, ctx);
            Assert.AreEqual(S2.primaryEvent, Def.Constant.RightButtonDown);
            Assert.AreEqual(S2.T0.Count(), 1);
            Assert.AreEqual(S2.T1.Count(), 1);
            Assert.AreEqual(S2.T2.Count(), 1);
            Assert.AreEqual(S2.T3.Count(), 1);
        }
Esempio n. 16
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        public void InputMustResetIgnoreListWhenAPairOfTriggerInIgnoreListGivenTest()
        {
            using (var Global = new StateGlobal())
            {
                var S0 = new State0(Global, new List <GestureDefinition>());
                var S1 = new State1(Global, S0, ctx, Def.Constant.LeftButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());

                Global.IgnoreNext.Add(Def.Constant.RightButtonUp);
                Assert.AreEqual(Global.IgnoreNext.Count, 1);

                var res = S1.Input(Def.Constant.RightButtonDown, new Point());
                Assert.IsFalse(res.Event.IsConsumed);
                Assert.AreEqual(Global.IgnoreNext.Count, 0);
            }
        }
Esempio n. 17
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        public void InputMustResetIgnoreListWhenGivenTriggerIsPairOfTriggerInIgnoreListTest()
        {
            var gestureDef = new List <OnButtonWithIfButtonGestureDefinition>();
            var S0         = new State0(new StateGlobal(), new List <GestureDefinition>());
            var S1         = new State1(S0.Global, S0, ctx, Def.Constant.RightButtonDown, new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
            var S2         = S1.S2;
            var S3         = new State3(S1.Global, S0, S2, ctx, Def.Constant.RightButtonDown, Def.Constant.LeftButtonDown, S2.T3, gestureDef);

            S3.Global.IgnoreNext.Add(Def.Constant.RightButtonUp);
            Assert.AreEqual(S3.Global.IgnoreNext.Count, 1);

            var res = S3.Input(Def.Constant.RightButtonDown, new Point());

            Assert.IsFalse(res.Event.IsConsumed);
            Assert.AreEqual(S3.Global.IgnoreNext.Count, 0);
        }
Esempio n. 18
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 public void Transition1_5_RRTest()
 {
     using (var countDown = new CountdownEvent(1))
     {
         foreach (var a in TestDef.Constant.DoubleTriggerButtons)
         {
             mouseEvents.Clear();
             countDown.Reset();
             using (var Global = new StateGlobal())
             {
                 var S0  = new State0(Global, new List <GestureDefinition>());
                 var S1  = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), new List <OnButtonGestureDefinition>(), new List <IfButtonGestureDefinition>());
                 var res = S1.Cancel();
                 Global.UserActionTaskFactory.StartNew(() =>
                 {
                     countDown.Signal();
                 });
                 countDown.Wait(50);
                 Assert.AreEqual(mouseEvents.Count, 1);
                 if (a == DSL.Def.Constant.LeftButton)
                 {
                     Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_LBUTTONDOWN);
                 }
                 else if (a == DSL.Def.Constant.MiddleButton)
                 {
                     Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_MBUTTONDOWN);
                 }
                 else if (a == DSL.Def.Constant.RightButton)
                 {
                     Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_RBUTTONDOWN);
                 }
                 else if (a == DSL.Def.Constant.X1Button)
                 {
                     Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_XBUTTONDOWN);
                     Assert.IsTrue(mouseEvents[0].Item2.mouseData.asXButton.isXButton1);
                 }
                 else if (a == DSL.Def.Constant.X2Button)
                 {
                     Assert.AreEqual(mouseEvents[0].Item1, LowLevelMouseHook.Event.WM_XBUTTONDOWN);
                     Assert.IsTrue(mouseEvents[0].Item2.mouseData.asXButton.isXButton2);
                 }
                 Assert.IsTrue(res is State0);
             }
         }
     }
 }
Esempio n. 19
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        protected override void Start()
        {
            Log.L("按下  A/D   切换状态");
            State1 s1 = new State1();
            State2 s2 = new State2();

            fsm.SubscribeState(s1);
            fsm.enterState = s1;
            fsm.SubscribeState(s2);
            // fsm.exitState = s2;
            var val = fsm.CreateConditionValue <bool>("bool", true);

            var t1 = fsm.CreateTransition(s1, s2);
            var t2 = fsm.CreateTransition(s2, s1);

            t1.BindCondition(fsm.CreateCondition <bool>("bool", false, CompareType.Equals));
            t2.BindCondition(fsm.CreateCondition <bool>(val, true, CompareType.Equals));

            fsm.Start();
        }
Esempio n. 20
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 public void Transition1_1_RRTest()
 {
     using (var countDown = new CountdownEvent(1))
     {
         foreach (var a in TestDef.Constant.DoubleTriggerButtons)
         {
             var gestureDef = new List <OnButtonGestureDefinition>()
             {
                 new OnButtonWithIfButtonGestureDefinition(
                     (ctx) => { return(true); },
                     DSL.Def.Constant.RightButton,
                     a as DSL.Def.AcceptableInIfButtonClause,
                     (ctx) => { countDown.Signal(); },
                     (ctx) => { Assert.Fail(); },
                     (ctx) => { Assert.Fail(); })
             };
             foreach (var b in TestDef.Constant.Buttons)
             {
                 countDown.Reset();
                 using (var Global = new StateGlobal())
                 {
                     var S0  = new State0(Global, new List <GestureDefinition>());
                     var S1  = new State1(Global, S0, ctx, Def.Constant.RightButtonDown, gestureDef, new List <IfButtonGestureDefinition>());
                     var ev  = Helper.Convert(b as DSL.Def.AcceptableInIfButtonClause);
                     var res = S1.Input(ev, new Point());
                     if (a == b)
                     {
                         Assert.IsTrue(res.NextState is State3);
                         Assert.IsTrue(S1.T1[(Def.Event.IDoubleActionSet)ev].SequenceEqual(((State3)res.NextState).T1));
                         Assert.IsTrue(countDown.Wait(50));
                     }
                     else
                     {
                         Assert.IsTrue(res.NextState is State1);
                         Assert.IsFalse(countDown.Wait(50));
                     }
                 }
             }
         }
     }
 }
        public RepeatStateTree2(Player startPlayer = Player.Max)
        {
            A.CallTo(() => EndState1.ToString()).Returns(nameof(EndState1));
            A.CallTo(() => State1.ToString()).Returns(nameof(State1));
            A.CallTo(() => State2.ToString()).Returns(nameof(State2));
            A.CallTo(() => State2.ToString()).Returns(nameof(State3));
            A.CallTo(() => RootState.ToString()).Returns(nameof(RootState));


            A.CallTo(() => RootState.Turn).Returns(startPlayer);
            A.CallTo(() => State1.Turn).Returns(startPlayer.GetReversePlayer());
            A.CallTo(() => State2.Turn).Returns(startPlayer.GetReversePlayer());
            A.CallTo(() => State3.Turn).Returns(startPlayer);
            A.CallTo(() => EndState1.Turn).Returns(startPlayer.GetReversePlayer());

            RootState.SetNeigbors(State1, State2);
            EndState1.SetAsEndState();
            State1.SetNeigbor(State3);
            State2.SetNeigbor(State3);
            State3.SetNeigbor(EndState1);
        }
Esempio n. 22
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        private void Start()

        {
            fsm = Framework.env1.modules.CreateModule <FsmModule>();
            State1 s1 = new State1();
            State2 s2 = new State2();

            fsm.SubscribeState(s1);
            fsm.enterState = s1;
            fsm.SubscribeState(s2);
            // fsm.exitState = s2;
            var val = fsm.CreateConditionValue <bool>("bool", true);

            var t1 = fsm.CreateTransition(s1, s2);
            var t2 = fsm.CreateTransition(s2, s1);

            t1.BindCondition(fsm.CreateCondition <bool>("bool", false, CompareType.Equals));
            t2.BindCondition(fsm.CreateCondition <bool>(val, true, CompareType.Equals));

            fsm.Start();
        }
Esempio n. 23
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 public void Transition2_0_RRTest()
 {
     using (var countDown = new CountdownEvent(1))
     {
         foreach (var a in TestDef.Constant.SingleTriggerButtons)
         {
             var gestureDef = new List <OnButtonGestureDefinition>()
             {
                 new OnButtonWithIfButtonGestureDefinition(
                     (ctx) => { return(true); },
                     DSL.Def.Constant.RightButton,
                     a as DSL.Def.AcceptableInIfButtonClause,
                     null,
                     (ctx) => { countDown.Signal(); },
                     null)
             };
             foreach (var b in TestDef.Constant.Buttons)
             {
                 countDown.Reset();
                 using (var Global = new StateGlobal())
                 {
                     var S0  = new State0(Global, new List <GestureDefinition>());
                     var S1  = new State1(Global, S0, ctx, Def.Constant.RightButtonDown, gestureDef, new List <IfButtonGestureDefinition>());
                     var S2  = S1.S2;
                     var ev  = Helper.Convert(b as DSL.Def.AcceptableInIfButtonClause);
                     var res = S2.Input(ev, new Point());
                     Assert.IsTrue(res.NextState is State2);
                     if (a == b)
                     {
                         Assert.IsTrue(countDown.Wait(50));
                     }
                     else
                     {
                         Assert.IsFalse(countDown.Wait(50));
                     }
                 }
             }
         }
     }
 }
Esempio n. 24
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 public void Transition1_3_RRTest()
 {
     using (var countDown = new CountdownEvent(2))
     {
         foreach (var a in TestDef.Constant.DoubleTriggerButtons)
         {
             var gestureDef = new List <IfButtonGestureDefinition>()
             {
                 new IfButtonGestureDefinition(
                     (ctx) => { return(true); },
                     a as DSL.Def.AcceptableInIfButtonClause,
                     (ctx) => { Assert.Fail(); },
                     (ctx) => { countDown.Signal(); },
                     (ctx) => { countDown.Signal(); })
             };
             foreach (var b in TestDef.Constant.DoubleTriggerButtons)
             {
                 countDown.Reset();
                 using (var Global = new StateGlobal())
                 {
                     var S0  = new State0(new StateGlobal(), gestureDef);
                     var S1  = new State1(Global, S0, ctx, Helper.Convert(a as DSL.Def.AcceptableInOnClause), new List <OnButtonGestureDefinition>(), gestureDef);
                     var ev  = Helper.Convert(b as DSL.Def.AcceptableInOnClause).GetPair();
                     var res = S1.Input((Def.Event.IEvent)ev, new Point());
                     if (a == b)
                     {
                         Assert.IsTrue(res.NextState is State0);
                         Assert.IsTrue(countDown.Wait(50));
                     }
                     else
                     {
                         Assert.IsTrue(res.NextState is State1);
                         Assert.IsFalse(countDown.Wait(50));
                     }
                 }
             }
         }
     }
 }
Esempio n. 25
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    /// <summary>
    /// Method om de state te wijzigen
    /// </summary>
    public void SetState(StateID stateID)
    {
        /** als we de stateID niet kennen als state: stop deze functie dan */
        if (!states.ContainsKey(stateID))
        {
            return;
        }

        /** als we ons al in een state bevinden: geef de state de mogelijkheid zich op te ruimen */
        if (currentState != null)
        {
            currentState.Leave();
        }

        /** we stellen de nieuwe currentState in */
        currentState = states[stateID];
        currIdInt    = (int)stateID;
        /** we stellen de nieuwe currentState in */
        currentState = states[stateID];
        /** we geven de nieuwe state de mogelijkheid om zich zelf in te stellen */
        currentState.Enter();
    }
Esempio n. 26
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        // Start is called before the first frame update
        void Start()
        {
            agent     = GetComponent <NavMeshAgent>();
            character = GetComponent <ThirdPersonCharacter>();
            sphere    = GetComponent <SphereCollider>();
            anim      = gameObject.GetComponent <Animator>();
            mh        = zombie.GetComponent <MutantHealth>();

            agent.updatePosition = true;
            agent.updateRotation = false;

            waypoints   = GameObject.FindGameObjectsWithTag("Waypoint");
            waypointInd = Random.Range(0, waypoints.Length);

            state = MutantSight.State1.CHASE;

            target = GameObject.FindGameObjectWithTag("Player");

            alive = true;

            heightMultiplyer = 1.36f;
            attacking        = false;
        }
Esempio n. 27
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 public void Transition2_1_RRTest()
 {
     foreach (var a in TestDef.Constant.DoubleTriggerButtons)
     {
         var gestureDef = new List <OnButtonGestureDefinition>()
         {
             new OnButtonWithIfButtonGestureDefinition(
                 (ctx) => { return(true); },
                 DSL.Def.Constant.RightButton,
                 a as DSL.Def.AcceptableInIfButtonClause,
                 null,
                 (ctx) => { },
                 null)
         };
         foreach (var b in TestDef.Constant.Buttons)
         {
             using (var Global = new StateGlobal())
             {
                 var S0  = new State0(Global, new List <GestureDefinition>());
                 var S1  = new State1(Global, S0, ctx, Def.Constant.RightButtonDown, gestureDef, new List <IfButtonGestureDefinition>());
                 var S2  = S1.S2;
                 var ev  = Helper.Convert(b as DSL.Def.AcceptableInIfButtonClause);
                 var res = S2.Input(ev, new Point());
                 if (a == b)
                 {
                     Assert.IsTrue(res.NextState is State3);
                     Assert.IsTrue(S2.T1[(Def.Event.IDoubleActionSet)ev].SequenceEqual(((State3)res.NextState).T1));
                 }
                 else
                 {
                     Assert.IsTrue(res.NextState is State2);
                 }
             }
         }
     }
 }
Esempio n. 28
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 /// <summary>
 /// Voeg een state toe aan de state machine
 /// LET OP! Alle components die de Class State.cs extenden (inheritance) die mogen in de Dictionary
 /// Daarom mogen AlertState.cs, AlertState.cs en FleeState.cs in de dictionary, aangezien zij State.CS extenden
 /// </summary>
 /// <param name="stateID">Een integer die komt uit de ENUM StateID (zie StateID in Guard.cs)</param>
 /// <param name="state">Een component die State.cs extend (inheritance)</param>
 public void AddState(StateID stateID, State1 state)
 {
     states.Add(stateID, state);
 }
Esempio n. 29
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 private static void UpdateState(State1 s1)
 {
     Console.WriteLine("State1 Updated.");
 }
Esempio n. 30
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    void Update()
    {
        if (mState1 == State1.ScaleUp)
        {
            if (mElapse < TimeWebScaleUp)
            {
                mTsWeb.localScale = (ScaleTarget * mElapse / TimeWebScaleUp) * Vector3.one;
                mElapse += Time.deltaTime;
            }
            else
            {
                mElapse = 0F;
                mState1 = State1.Shaking;
            }
        }
        else if (mState1 == State1.Shaking)
        {
            if (mElapse < TimeShake)
            {

                    if (mElapseShakeInterval < IntervalShake)
                    {
                        mElapseShakeInterval += Time.deltaTime;
                    }
                    else
                    {

                        mTsWeb.localPosition += (mShakeDirects[mIdxCurShakePos % mShakeDirects.Length] * RangeShake);
                        ++mIdxCurShakePos;

                        mElapseShakeInterval = 0;
                    }
            }
            else
            {
                mTsWeb.gameObject.SetActive(false);
                Pool_GameObj.RecycleGO(Prefab_GoSpriteWeb, mTsWeb.gameObject);
                Destroy(gameObject);
            }
        }

        if (!mState2_IsFadingOut)
        {
            if (mElapseFadeout < mTimeWaitFadeout)
            {
                mElapseFadeout += Time.deltaTime;
            }
            else
            {
                mState2_IsFadingOut = true;
                mElapseFadeout = 0F;
            }
        }
        else
        {
            mColorWeb.a = 1F - mElapseFadeout / TimeFadeOut;
            mSprWeb.color = mColorWeb;
            mElapseFadeout += Time.deltaTime;
        }
    }
 private static void UpdateState(IAction act, State1 s1)
 {
     Console.WriteLine("State1 IAction Updated.");
 }
        public void ChangeStateTest()
        {
            StateMachine sm = new StateMachine(); // TODO: 初始化为适当的值
            Assert.IsNull(sm.GetState());
            var state1 = new State1();

            //测试基本changestate
            sm.ChangeState(state1);
            Assert.AreSame(state1, sm.GetState());
            Assert.AreEqual(state1.ToString(), "S1Enter");
            
            //测试对同一个state设置
            sm.ChangeState(state1);
            Assert.AreSame(state1, sm.GetState());
            Assert.AreEqual(state1.ToString(), "S1Enter");

            sm.Update();
            

            var state2 = sm.GetState();
            Assert.AreNotSame(state1, state2);
            Assert.AreEqual(state1.ToString(), "S1");
            Assert.AreEqual(state2.ToString(), "S2Enter");
        }
Esempio n. 33
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        void Update()
        {
            if (mState1 == State1.ScaleUp)
            {
                if (mElapse < TimeWebScaleUp)
                {
                    mTsWeb.localScale = Vector3.one;//(ScaleTarget * mElapse / TimeWebScaleUp) *
                    mElapse          += Time.deltaTime;
                }
                else
                {
                    mElapse = 0F;
                    mState1 = State1.Shaking;
                }
            }
            else if (mState1 == State1.Shaking)
            {
                if (mElapse < TimeShake)
                {
                    if (mElapseShakeInterval < IntervalShake)
                    {
                        mElapseShakeInterval += Time.deltaTime;
                    }
                    else
                    {
                        //float elapse = 0F;
                        //int curDirectIdx = 0;

                        mTsWeb.localPosition += (mShakeDirects[mIdxCurShakePos % mShakeDirects.Length] * RangeShake);
                        ++mIdxCurShakePos;

                        mElapseShakeInterval = 0;
                        //elapse += IntervalShake;
                    }
                    //yield return new WaitForSeconds(IntervalShake);
                }
                else
                {
                    mTsWeb.gameObject.SetActive(false);
                    Pool_GameObj.RecycleGO(Prefab_GoSpriteWeb, mTsWeb.gameObject);
                    Destroy(gameObject);
                }
            }

            if (!mState2_IsFadingOut)
            {
                if (mElapseFadeout < mTimeWaitFadeout)
                {
                    mElapseFadeout += Time.deltaTime;
                }
                else
                {
                    mState2_IsFadingOut = true;
                    mElapseFadeout      = 0F;
                }
            }
            else
            {
                mColorWeb.a   = 1F - mElapseFadeout / TimeFadeOut;
                mSprWeb.color = mColorWeb;

                //c.a = 0F;
                //mSprWeb.color = c;

                mElapseFadeout += Time.deltaTime;
            }
        }