public void RegisterOutput(IActor actor) => LinkedActor.SendMessage(actor, false, true);
public void RegisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, true);
public void UnregisterInput(IActor actor) => LinkedActor.SendMessage(actor, true, false);
public void UnregisterOutput(IActor actor) { LinkedActor.SendMessage(actor, false, false); }
private void GetValue() => LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value);
public void SetData(T aMessage) { LinkedActor.SendMessage((ITrait <T>) this, aMessage); }
public SupervisedBehavior() { Pattern = t => t == SupervisorAction.Kill; Apply = _ => LinkedActor.SendMessage(SystemMessage.NullBehavior); }
public void RemoveKey(TKey key) { LinkedActor.SendMessage(key); }
public void AddKeyValue(TKey key, TValue value) { LinkedActor.SendMessage(key, value); }
public void GetValue() { LinkedActor.SendMessage(((StateBehaviors <T>)LinkedTo).Value); }
public void Clear() { LinkedActor.SendMessage(DictionaryBehaviorOrder.clear); }
public void SetData(T aMessage) { LinkedActor.SendMessage(typeof(ITrait <T>), aMessage); }