public StateTransitionTableTurnstile(TurnstileController controller) { Action unlock = () => controller.Unlock(); Action alarm = () => controller.Alarm(); Action thankYou = () => controller.Thankyou(); Action lockAction = () => controller.Lock(); AddTransition(TurnstileState.LOCKED, TurnstileEvent.COIN, TurnstileState.UNLOCKED, unlock); AddTransition(TurnstileState.LOCKED, TurnstileEvent.PASS, TurnstileState.LOCKED, alarm); AddTransition(TurnstileState.UNLOCKED, TurnstileEvent.COIN, TurnstileState.UNLOCKED, thankYou); AddTransition(TurnstileState.UNLOCKED, TurnstileEvent.PASS, TurnstileState.LOCKED, lockAction); }
public Turnstile(TurnstileController action) { turnstileController = action; }
public StatePatternTurnstile(TurnstileController action) { turnstileController = action; }
public Turnstile(TurnstileController controller) { turnstileController = controller; state = State.Locked; }
public Turnstile(TurnstileController turnstilecontroller) { _turnstileController = turnstilecontroller; }
public TurnstileFSM(TurnstileController controller) { this.controller = controller; }
public Turnstile(TurnstileController controller) { turnstileController = controller; }
public SwitchCaseTurnstile(TurnstileController action) { turnstileController = action; }