private void _ToSurvival() { var status = new ControlStatus(_Binder, _Player, _Map); status.StunEvent += _ToStun; _Machine.Push(status); }
private void _ToVerify() { var stage = new Assets.ConnectStage(IPAddress, Port, Target.User.Remoting.ConnectProvider); stage.SuccessEvent += _ConnectSuccess; _Machine.Push(stage); }
public void Verify() { var stage = new DisconnectStage(_User.Remoting.OnlineProvider); stage.DoneEvent += _ToConnect; _Machine.Push(stage); }
private void _ToInput() { var stage = new AdsorptionWindowCreate(); _Drawer = stage; stage.DoneEvent += _ToWatingCompile; _Machine.Push(stage); }
private void _ToDisconnect() { var stage = new DisconnectStage(_User.Remoting.OnlineProvider); stage.DoneEvent += _ToConnect; _Machine.Push(stage); }
private void _ReadHead() { var readHead = new SocketHeadReader(_Peer); ISocketReader reader = readHead; reader.DoneEvent += _ReadBody; reader.ErrorEvent += ErrorEvent; _Machine.Push(readHead); readHead.Read(); }
private void _ToGame(IMapFinder map) { var stage = new GameStage(_Wisdom.GetSoulBinder(), map, _Gate, _Actor, _Wisdom); stage.ExitEvent += _ToDone; stage.TransmitEvent += (target) => { }; _Machine.Push(stage); }
public void ToSendString() { _SendMachine.Push(new SendStringStage(_Id, _Peer, _Viewer, _Command)); }
public void ToReceoveContinuousNumber() { var stage = new ReceiveContinuousNumberStage(_Id, _Peer, _Viewer); _ReceiveMachine.Push(stage); }