private void ExecuteGoToStateAction(Model m, GoToStateAction action) { //Change State PrevActionSceneStateMap[m] = ActionSceneStateMap[m]; ActionSceneStateMap[m] = action.State; ActionsExecutedInState[m] = new List <GMDL.Action>(); //Reset executed actions }
public void Invoke_UseTransitionsIsFalse_TransitionsAreNotUsed() { Grid stateGrid = VisualStateHelper.CreateObjectWithStates <Grid>(); GoToStateAction goToStateAction = CreateTestGoToStateAction(); VisualStateManagerStub vsm = VisualStateHelper.AttachCustomVSM(stateGrid); StubTrigger trigger = AttachAction(goToStateAction, stateGrid); goToStateAction.StateName = VisualStateHelper.ArbitraryThirdStateName; goToStateAction.UseTransitions = false; trigger.FireStubTrigger(); Assert.IsTrue(vsm.LastUseTransitions.HasValue && !vsm.LastUseTransitions.Value, "UseTransitions should be respected by the GoToState call."); }
public void Invoke_TargetObjectSet_CallsGoToStateOnTarget() { UserControl statefulUC = VisualStateHelper.CreateObjectWithStates <UserControl>(); Grid statefulGrid = VisualStateHelper.CreateObjectWithStates <Grid>(); VisualStateManagerStub gridVSM = VisualStateHelper.AttachCustomVSM(statefulGrid); Grid childGrid = CreateEmptyGrid(); GoToStateAction goToStateAction = CreateTestGoToStateAction(); StubTrigger trigger = AttachAction(goToStateAction, childGrid); // set up the tree structure statefulUC.Content = childGrid; // target the action and set the StateName goToStateAction.TargetObject = statefulGrid; goToStateAction.StateName = VisualStateHelper.ArbitraryThirdStateName; trigger.FireStubTrigger(); Assert.AreEqual(gridVSM.LastStateName, VisualStateHelper.ArbitraryThirdStateName, "test"); }