/// <summary> /// Prevents a default instance of ActuatorManager class from being created /// </summary> private ActuatorManager() { SwitchConfigMap = new SwitchConfig(); _activeSwitches = new Dictionary <String, IActuatorSwitch>(); _nonActuateSwitches = new Dictionary <String, IActuatorSwitch>(); _syncObjectSwitches = new object(); }
/// <summary> /// Prevents a default instance of ActuatorManager class from being created /// </summary> private ActuatorManager() { SwitchConfigMap = new SwitchConfig(); _activeSwitches = new Dictionary<String, IActuatorSwitch>(); _nonActuateSwitches= new Dictionary<String, IActuatorSwitch>(); _syncObjectSwitches = new object(); }
/// <summary> /// Allcoate resources, parse the config file which contains all the /// animations and create a list of animation objects. Subscribe to /// events /// </summary> /// <param name="configPath">Name of the config file for the panel</param> /// <returns>true on success</returns> public bool Init(String configPath) { bool retVal = _animationsCollection.Load(configPath); if (retVal) { retVal = _interpreter.LoadScripts(configPath); } if (retVal) { _switchConfig = new SwitchConfig(); _switchConfig.Load(configPath); } if (retVal) { subscribeToInterpreterEvents(); subscribeToActuatorEvents(); } Log.Debug("returning from Anim manager init()"); return retVal; }