/// <summary> /// Will build all events in simulaiton /// </summary> /// <param name="eventType">EventType</param> /// <param name="eventTime">EventTime</param> /// <param name="currentEntity">CurrentEntity</param> /// <returns></returns> public Event Spawn(EEventType eventType, int eventTime, Entity currentEntity) { Event newEvent = null; switch (eventType) { case EEventType.ARRIVAL: newEvent = new ArrivalEvent(eventTime, currentEntity); break; case EEventType.SWITCH_COMPLETE: newEvent = new SwitchCompleteEvent(eventTime, currentEntity); break; case EEventType.PROCESSING_COMPLETE: newEvent = new ProcessingCompleteEvent(eventTime, currentEntity); break; case EEventType.END_SIMULATION: newEvent = new EndSimulationEvent(eventTime, currentEntity); break; } return(newEvent); }
/// <summary> /// Will build all events in simulaiton /// </summary> /// <param name="eventType">EventType</param> /// <param name="eventTime">EventTime</param> /// <param name="currentEntity">CurrentEntity</param> /// <returns></returns> public Event Spawn(EEventType eventType, int eventTime, Entity currentEntity) { Event newEvent = null; switch (eventType) { case EEventType.ARRIVAL: newEvent = new ArrivalEvent(eventTime, currentEntity); break; case EEventType.SWITCH_COMPLETE: newEvent = new SwitchCompleteEvent(eventTime, currentEntity); break; case EEventType.PROCESSING_COMPLETE: newEvent = new ProcessingCompleteEvent(eventTime, currentEntity); break; case EEventType.END_SIMULATION: newEvent = new EndSimulationEvent(eventTime, currentEntity); break; } return newEvent; }