public StateStartup(SimulatorStateMachine machine) : base(machine)
 {
 }
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 protected StateShutterMoving(SimulatorStateMachine machine, MotorConfiguration direction)
     : base(machine)
 {
     this.direction = direction;
 }
 internal StateRotating(SimulatorStateMachine machine) : base(machine)
 {
 }
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 protected internal StateSendStatus(SimulatorStateMachine machine) : base(machine)
 {
 }
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 protected internal StateExecutingCommand(SimulatorStateMachine machine) : base(machine)
 {
 }
 /// <summary>
 ///     Initializes the simulator state with a reference to the parent state machine.
 /// </summary>
 /// <param name="machine">The associated state machine.</param>
 internal SimulatorState(SimulatorStateMachine machine)
 {
     this.Machine = machine;
 }
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 internal StateReceivingCommand(SimulatorStateMachine machine) : base(machine)
 {
 }
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 public StateShutterClosing(SimulatorStateMachine machine) : base(machine, MotorConfiguration.Reverse)
 {
 }
 internal StateEmergencyStop(SimulatorStateMachine machine) : base(machine)
 {
 }
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 public StateShutterOpening(SimulatorStateMachine machine) : base(machine, MotorConfiguration.Forward)
 {
 }
 /// <summary>
 ///     Creates a simulator communications channel from a valid endpoint.
 /// </summary>
 /// <param name="endpoint">A valid simulator endpoint.</param>
 public SimulatorCommunicationsChannel(SimulatorEndpoint endpoint)
 {
     Contract.Requires(endpoint != null);
     Endpoint  = endpoint;
     simulator = new SimulatorStateMachine(endpoint.Realtime, new SystemDateTimeUtcClock());
 }