/// <summary> /// Fires when the grind has simulated and the appropriate time has elapsed /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void _Grindtimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { _GrindTimer.Stop(); _GrindTimer.Enabled = false; // Grind has ground ! GrindStatus = Model_GrindStation.GrindStatus.HALT; // Notify top level state machine of success RaiseEventOnTopLevel(OnGrindUpdateEvent, new object[] { this, true, string.Format("\nAt {0}: Ground Input Vial ID{1}", e.SignalTime, _GrindingID) }); }
private void BeginGrind(int timeForGrind) { // Should only get here with a positive time and the _Grindimer not running if ((timeForGrind >= 0) && (Model_GrindStation.GrindStatus.HALT == GrindStatus) && (false == _GrindTimer.Enabled)) { GrindStatus = Model_GrindStation.GrindStatus.GRINDING; _GrindTimer.Interval = timeForGrind; _GrindTimer.Enabled = true; _GrindTimer.Start(); // Notify top level state machine of success RaiseEventOnTopLevel(OnGrindUpdateEvent, new object[] { this, false, string.Format(". Begin grind of Input Vial ID{0}", _GrindingID) }); } }
private void SetRest() { _GrindingID = 0; GrindStatus = Model_GrindStation.GrindStatus.HALT; }