/// <summary> /// The tram has departed from this stop, to the next stop. /// </summary> /// <param name="state"></param> protected override void ExecuteEvent(WorldState state) { // Tram arrives at queue StopState stopState = state.GetStopState(stop); this.scheduleEvent(new DepartStopEvent(tram, stop.NextStop, scheduler), 80); }
private void Awake() { manager = GameObject.Find("ManagerObj").GetComponent <SingletonAudio>(); inspirationState = new InspirationState(this); composingState = new ComposingState(this); stopState = new StopState(this); }
private StopState() { if (_instance != null) { return; } _instance = this; }
protected override void ExecuteEvent(WorldState state) { StopState stopState = state.GetStopState(stop); stopState.Passengers += calculatePassengers(); scheduleEvent(new PassengerArriveEvent(stop, scheduler), calculateNextSchedule()); }
public static void StatePatternDemo() { // we can think of it as finite state machine State startState = new StartState(); State stopState = new StopState(); Context context = new Context(); startState.DoAction(context); stopState.DoAction(context); }
protected void Toggle() { Lights = Lights switch { StopState _ => new GetReadyToGoState(), GetReadyToGoState _ => new GoState(), GoState _ => new GetReadyToStopState(), GetReadyToStopState _ => new StopState(), _ => throw new ArgumentOutOfRangeException(nameof(Lights)) }; } }
public void Main() { Context context = new Context(); StartState startState = new StartState(); startState.DoAction(context); Console.WriteLine(context.GetState().ToString()); StopState stopState = new StopState(); stopState.DoAction(context); Console.WriteLine(context.GetState().ToString()); }
void Start() { IdleState idle = new IdleState(PlayerState.Idle, this); ReadyState ready = new ReadyState(PlayerState.Ready, this); FightingState fight = new FightingState(PlayerState.Fighting, this); StopState stop = new StopState(PlayerState.Stop, this); SuccessState success = new SuccessState(PlayerState.Success, this); DeathState death = new DeathState(PlayerState.Death, this); Machine = new StateMachine(idle); Machine.AddState(ready); Machine.AddState(fight); Machine.AddState(stop); Machine.AddState(success); Machine.AddState(death); }
public void StopStateTest() { var state = new StopState(); robot.Acceleration = 3.0; robot.Speed = 2.0; brain.CurrentState = state; env.Tick(); Assert.NotEqual(0.0, robot.Acceleration, 3); for (int i = 0; i < 5; i++) { env.Tick(); } Assert.Equal(0.0, robot.Acceleration, 3); Assert.Equal(0.0, robot.Speed, 3); Assert.IsType <IdleState>(brain.CurrentState); }
static void Main(string[] args) { Context context = new Context(); StartState startState = new StartState(); startState.DoAction(context); Console.WriteLine(context.State.ToString()); StopState stopState = new StopState(); stopState.DoAction(context); Console.WriteLine(context.State.ToString()); Console.ReadLine(); }
private void btStatePattern_Click(object sender, EventArgs e) { string str = ""; StatePattern.Context context = new StatePattern.Context(); StartState startState = new StartState(); str += startState.doAction(context) + "\r\n"; str += context.getState().ToString() + "\r\n"; StopState stopState = new StopState(); str += stopState.doAction(context) + "\r\n"; str += context.getState().ToString() + "\r\n"; tbOutWindow.Text = str; }
void Start() { _navMeshAgent = GetComponent <NavMeshAgent>(); _renderer = GetComponent <Renderer>(); _originalColor = _renderer.material.color; _stateMachine = new FiniteStateMachine <GuardFSM>(this); //STATES State patrolState = new PatrolState("Patrol", this); State chaseState = new ChaseState("Chase", this); State stopState = new StopState("Stop", this); //TRANSITIONS _stateMachine.AddTransition(patrolState, chaseState, () => DistanceFromTarget() <= _minChaseDistance); _stateMachine.AddTransition(chaseState, patrolState, () => DistanceFromTarget() > _minChaseDistance); _stateMachine.AddTransition(chaseState, stopState, () => DistanceFromTarget() <= _stoppingDistance); _stateMachine.AddTransition(stopState, chaseState, () => DistanceFromTarget() > _stoppingDistance); //START STATE _stateMachine.SetState(patrolState); }
protected override void CreateStates() { StatePreRun = new PreRunState(this); StateRun = new RunState(this); StatePreStop = new PreStopState(this); StateStop = new StopState(this); StatePreInitialize = new PreInitializeState(this); StateInitialize = new InitializeState(this); StateRundown = new RundownState(this); StatePreEmergency = new PreEmergencyState(this); StateEmergency = new EmergencyState(this); StateEmergencyReset = new EmergencyResetState(this); StatePreAlarm = new PreAlarmState(this); StateAlarm = new AlarmState(this); StatePreWarning = new PreWarningState(this); StateWarning = new WarningState(this); StatePreSuspend = new PreSuspendState(this); StateSuspend = new SuspendState(this); }