/// <summary> /// Löst Zustandsübergang des ElevatorObjektes aus /// </summary> /// <param name="newState">Zielzustand aus Defaults.State</param> public void SetState( Defaults.State newState) { switch ( newState ) { case Defaults.State.Moving : _state = MOVING; break; case Defaults.State.FixedOpen : _state = FIXED_OPEN; break; case Defaults.State.FixedClosed : _state = FIXED_CLOSED; break; case Defaults.State.Overload : _state = OVERLOAD; break; } Log.AddEntry("Neuer Zustand: " + newState.ToString()); this._state.Loop(this); }
public static void SetState(Defaults.State state) { _elevator.SetState(state); }
/// <summary> /// Löst Zustandsübergang des ElevatorObjektes aus /// </summary> /// <param name="newState">Zielzustand aus Defaults.State</param> public void SetState( Defaults.State newState) { switch ( newState ) { case Defaults.State.Moving : State = Moving; break; case Defaults.State.FixedOpen : State = FixedOpen; break; case Defaults.State.FixedClosed : State = FixedClosed; break; case Defaults.State.Overload : State = Overload; break; } }