public void SetUp() { containingObject = new GameObject(); subject = containingObject.AddComponent <StateEmitter>(); actionObject = new GameObject(); action = actionObject.AddComponent <BooleanAction>(); }
public Buffer SetState(QpcTimeStamp qpcTimeStamp, BufferState state, string reason) { BufferState entryState = State; State = state; TimeStamp = qpcTimeStamp; switch (state) { case BufferState.SendPosted: CopyHeaderToByteArray(); SendPostedTimeStamp = qpcTimeStamp; break; case BufferState.Received: UpdateHeaderFromByteArray(); break; default: break; } if (StateEmitter.IsEnabled) { StateEmitter.Emit("{0} State changed to {1} [from: {2}, reason: {3}]", BufferName, state, entryState, reason ?? "NoReasonGiven"); } INotifyable notifyOnStateChange = NotifyOnSetState; if (notifyOnStateChange != null) { notifyOnStateChange.Notify(); } return(this); }