public override void Bind() { base.Bind(); _IsMovingProperty = new P <Boolean>(this, "IsMoving"); _MovementStateMachineProperty = new MovementStateMachine(this, "MovementStateMachine"); _FiringCommandProperty = new P <Boolean>(this, "FiringCommand"); _FireStateMachineProperty = new FireStateMachine(this, "FireStateMachine"); _FireTimeOutElapsedProperty = new P <Boolean>(this, "FireTimeOutElapsed"); _ShouldFireProperty = new P <Boolean>(this, "ShouldFire"); _AsteroidsDestroyedProperty = new P <Int32>(this, "AsteroidsDestroyed"); _WeaponProperty = new P <BaseWeaponViewModel>(this, "Weapon"); _IsAliveProperty = new P <Boolean>(this, "IsAlive"); _MovementSpeedProperty = new P <Single>(this, "MovementSpeed"); this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.MoveTransition); this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.StopTransition); this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.FireTransition); this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.StopTransition); }
public override void Bind() { base.Bind(); _IsMovingProperty = new P<Boolean>(this, "IsMoving"); _MovementStateMachineProperty = new MovementStateMachine(this, "MovementStateMachine"); _FiringCommandProperty = new P<Boolean>(this, "FiringCommand"); _FireStateMachineProperty = new FireStateMachine(this, "FireStateMachine"); _FireTimeOutElapsedProperty = new P<Boolean>(this, "FireTimeOutElapsed"); _ShouldFireProperty = new P<Boolean>(this, "ShouldFire"); _AsteroidsDestroyedProperty = new P<Int32>(this, "AsteroidsDestroyed"); _WeaponProperty = new P<BaseWeaponViewModel>(this, "Weapon"); _IsAliveProperty = new P<Boolean>(this, "IsAlive"); _MovementSpeedProperty = new P<Single>(this, "MovementSpeed"); this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.MoveTransition); this._IsMovingProperty.Subscribe(_MovementStateMachineProperty.StopTransition); this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.FireTransition); this._ShouldFireProperty.Subscribe(_FireStateMachineProperty.StopTransition); }