// // responds to Pass event // public override void Pass(Turnstile name) { name.Lock(); // change the state name.SetState(name.GetItsLockedState()); }
public void Pass(Turnstile t) { t.SetLocked(); t.Lock(); }
// // responds to Pass event // public override void Pass(Turnstile name) { name.Lock(); // change the state name.SetState(name.GetItsLockedState()); }
public void Pass(Turnstile t) { t.SetLocked(); t.Lock(); }