public StateStartup(SimulatorStateMachine machine) : base(machine) { }
protected StateShutterMoving(SimulatorStateMachine machine, MotorConfiguration direction) : base(machine) { this.direction = direction; }
internal StateRotating(SimulatorStateMachine machine) : base(machine) { }
protected internal StateSendStatus(SimulatorStateMachine machine) : base(machine) { }
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; }
internal StateReceivingCommand(SimulatorStateMachine machine) : base(machine) { }
public StateShutterClosing(SimulatorStateMachine machine) : base(machine, MotorConfiguration.Reverse) { }
internal StateEmergencyStop(SimulatorStateMachine machine) : base(machine) { }
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()); }