private void selectState(StateMachine sm, State state)
 {
     if (sm.SelectedState != null)
         sm.SelectedState.Selected = false;
     sm.SelectedState = state;
     if (sm.SelectedState != null)
         sm.SelectedState.Selected = true;
 }
예제 #2
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 private void Props_Executed_ObjectBuilder(object sender, ExecutedRoutedEventArgs e)
 {
     App app = (App)App.Current;
     if (e.Parameter is Element)
     {
         Element stateMachine = e.Parameter as Element;
         if (stateMachine.Semantic == Element.ElementSemantic.STATEMACHINE)
         {
             Parameter transitions = null;
             foreach (Parameter param in stateMachine.Parameters)
             {
                 if (param.Semantic == ParameterSemantic.TRANSITIONS)
                 {
                     transitions = param;
                     break;
                 }
             }
             if (transitions != null)
             {
                 StateMachine sm = new StateMachine(stateMachine.Name, transitions, stateMachine.ParentGameObject.Elements);
                 app.StateMachineWin.DataContext = sm;
                 app.StateMachineWin.Show();
             }
         }
     }
 }
 private void deleteState(StateMachine sm, State state)
 {
     // copy transitions
     ObservableCollection<Transition> transitions = new ObservableCollection<Transition>(state.Transitions);
     // delete transitions from this state
     foreach (Transition t in transitions)
     {
         sm.Transitions.Remove(t);
         state.Transitions.Remove(t);
     }
     // delete transitions to this state
     foreach (State s in sm.States)
     {
         // copy transitions
         ObservableCollection<Transition> transitions2 = new ObservableCollection<Transition>(s.Transitions);
         foreach (Transition t2 in transitions2)
         {
             if (t2.To == state)
             {
                 s.Transitions.Remove(t2);
                 sm.Transitions.Remove(t2);
             }
         }
     }
     // delete state
     sm.States.Remove(state);
 }