private void initStates() { takeState = Take.Start; activateState = Activate.Start; deactivateState = Deactivate.Start; releaseState = Release.Start; tasteState = Taste.Start; smellState = Smell.Start; /*openDoorState = OpenDoor.Start; closeDoorState = CloseDoor.Start;*/ moveState = Move.Start; rotateState = Rotate.Start; turnState = Turn.Start; commandStatus = CommandStatus.Running; headFocusState = HeadFocus.Start; headResetState = HeadReset.Start; lookForState = LookFor.Start; speakState = Speak.Start; cancelState = Cancel.Start; getSensesState = GetSenses.Start; reset = true; }
private void end() { switch (action) { case Action.Take: takeState = Take.End; break; case Action.Activate: activateState = Activate.End; break; case Action.Deactivate: deactivateState = Deactivate.End; break; case Action.Release: releaseState = Release.End; break; case Action.Taste: tasteState = Taste.End; break; case Action.Smell: smellState = Smell.End; break; case Action.Move: moveState = Move.End; break; case Action.Rotate: rotateState = Rotate.End; break; case Action.Turn: turnState = Turn.End; break; case Action.HeadFocus: headFocusState = HeadFocus.End; break; case Action.HeadReset: headResetState = HeadReset.End; break; case Action.LookFor: lookForState = LookFor.End; break; case Action.Speak: speakState = Speak.End; break; case Action.Cancel: cancelState = Cancel.End; break; case Action.GetSenses: getSensesState = GetSenses.End; break; default: break; ; } }
private void changeStatus(int value) { if (commandStatus != CommandStatus.Fail && commandStatus != CommandStatus.Success) { switch (action) { case Action.Take: if (takeState != Take.End) takeState+=value; break; case Action.Activate: if (activateState != Activate.End) activateState += value; break; case Action.Deactivate: if (deactivateState != Deactivate.End) deactivateState += value; break; case Action.Release: if (releaseState != Release.End) releaseState += value; break; case Action.Taste: if (tasteState != Taste.End) tasteState += value; break; case Action.Smell: if (smellState != Smell.End) smellState += value; break; case Action.Move: if (moveState != Move.End) moveState+=value; break; case Action.Rotate: if (rotateState != Rotate.End) rotateState+=value; break; case Action.Turn: if (turnState != Turn.End) turnState+=value; break; case Action.HeadFocus: if (headFocusState != HeadFocus.End) headFocusState+=value; break; case Action.HeadReset: if (headResetState != HeadReset.End) headResetState+=value; break; case Action.LookFor: if (lookForState != LookFor.End) lookForState += value; break; case Action.Speak: if (speakState != Speak.End) speakState += value; break; case Action.Cancel: if (cancelState != Cancel.End) cancelState += value; break; case Action.GetSenses: if (getSensesState != GetSenses.End) getSensesState += value; break; default: break; } commandStatus = CommandStatus.Running; } }