public void OnExit(IStateTransitions <TState, TTrigger> transition) { foreach (Action action in m_exitTriggers) { action(); } }
public void OnEnter(IStateTransitions <TState, TTrigger> transition) { foreach (Action action in m_entryTriggers) { action(); } }
public Brancher(CheckersRules rules, IEvaluator <BoardMinified, sbyte> evaluator, IStateTransitions <BoardMinified, GameNode, sbyte> stateTransitions) { _rules = rules; _evaluator = evaluator; _stateTransitions = stateTransitions; }
public DynamicTreeSplitting( IEvaluator <TState, TMetric> evaluator, IBrancher <TNode, TState, TMetric> brancher, IComparator <TMetric> comparator, IStateTransitions <TState, TNode, TMetric> stateTransitions ) { _evaluator = evaluator; _brancher = brancher; _comparator = comparator; _stateTransitions = stateTransitions; _manualResetEvent = new ManualResetEvent(false); }
public SerialAlfaBetaSearch( IEvaluator <TState, TMetric> evaluator, IBrancher <TNode, TState, TMetric> brancher, IComparator <TMetric> comparator, IStateTransitions <TState, TNode, TMetric> stateTransitions, TMetric maxValue, TMetric minValue ) { _evaluator = evaluator; _brancher = brancher; _comparator = comparator; _stateTransitions = stateTransitions; _minValue = minValue; _maxValue = maxValue; }