static void Main(string[] args) { #region demo Context c = new Context(new ConcreteStateA()); c.Request(); c.Request(); c.Request(); #endregion //Work ww=new Work(); //ww.Hour = 9; //ww.Write(); //ww.Hour = 13; //ww.Write(); //ww.Hour = 15; //ww.Write(); //ww.Finish = false; //ww.Hour = 18; //ww.Write(); //ww.Hour = 20; //ww.Write(); //ww.Hour = 22; //ww.Write(); Console.Read(); }
// The user interface static void Main() { // context.s are States // Decide on a starting state and hold onto the Context thus established Random rnd = new Random(); int strength = rnd.Next(50, 150); int stamina = rnd.Next(50, 150); Context context = new Context(strength, stamina); context.State = new RestingState(); char command = ' '; Console.WriteLine("Welcome to \"The State Game\"!"); Console.WriteLine("You are standing here looking relaxed!"); Console.WriteLine("Your strength throught a game is " + strength + "/150 and your current stamina is " + stamina + "/150"); Console.WriteLine("By moving and running your stamina will sporadically increase..."); while (char.ToLower(command) != 'e' && char.ToLower(command) != 'y') { if (context.CountPsy > 2) { context.Request('y'); } Console.WriteLine("\nWhat would you like to do now?"); Console.Write(" Move Attack Stop Run Panic CalmDown Exit the game: ==>"); string choice; do { choice = Console.ReadLine(); }while (choice == null); command = choice[0]; context.Request(command); } Console.ReadKey(); }
static void Main(string[] args) { Context context = new Context(new ConcreteStateA()); context.Request(); context.Request(); context.Request(); }
static void Main(string[] args) { Context context = new Context(new StateA()); context.Request(); context.Request(); context.Request(); }
static void Main(string[] args) { Context context = new Context(new ConcreteStateA()); context.Request(); context.Request(); context.Request(); context.Request(); Console.ReadKey(); }
static void Main(string[] args) { Context c = new Context(new ConcreteStateA()); c.Request(); c.Request(); c.Request(); c.Request(); Console.ReadLine(); }
/// <summary> /// The entry point of the program, where the program control starts and ends. /// </summary> /// <param name="args">The command-line arguments.</param> public static void Main(string[] args) { // initialise context in state A Context c = new Context(new ConcreteStateA()); // issue requests to toggle between A and B states c.Request(); c.Request(); c.Request(); c.Request(); }
static void Main(string[] args) { Context context = new Context(new ConcreteStateA()); context.Request(); context.State = new ConcreteStateB(); context.Request(); Console.ReadKey(); }
static void Main(string[] args) { Context theContext = new Context(); theContext.SetState(new ConcreteStateA(theContext)); theContext.Request(5); theContext.Request(15); theContext.Request(25); theContext.Request(35); Console.ReadLine(); }
static void Main(string[] args) { // Setup context in a state Context c = new Context(new ConcreteStateA()); // Issue requests, which toggles state c.Request(); c.Request(); c.Request(); c.Request(); Console.ReadKey(); }
static void Main(string[] args) { // create Context object and suplied current state or initial state (state A). Context context = new Context(new StateA()); //Change state request from A to B. context.Request(); //Change state request from B to C. context.Request(); //Change state request from C to A. context.Request(); }
// The user interface static void Main() { // context.s are States // Decide on a starting state and hold onto the Context thus established Context context = new Context(); context.State = new RestingState(); char command = ' '; Console.WriteLine("Welcome to \"The State Game\"!"); Console.WriteLine("You are standing here looking relaxed!"); while (char.ToLower(command) != 'e') { Console.WriteLine("\nWhat would you like to do now?"); Console.Write(" Move Attack Stop Run Panic CalmDown Exit the game: ==>"); string choice; do { choice = Console.ReadLine(); }while (choice == null); command = choice[0]; context.Request(command); } Console.ReadKey(); }
public static void Main(string[] args) { #region Prototype var context = new Context(new ConcreteStateA()); context.Request(); context.Request(); context.Request(); context.Request(); Console.WriteLine(); #endregion Prototype var emergenceWork = new Work(); emergenceWork.Hour = 9; emergenceWork.WriteProgram(); emergenceWork.Hour = 10; emergenceWork.WriteProgram(); emergenceWork.Hour = 12; emergenceWork.WriteProgram(); emergenceWork.Hour = 13; emergenceWork.WriteProgram(); emergenceWork.Hour = 14; emergenceWork.WriteProgram(); emergenceWork.Hour = 17; emergenceWork.WriteProgram(); emergenceWork.TaskFinished = true;//任务完成,可以提前回家了 // emergenceWork.TaskFinished = false;//任务没完成,在公司加班吧 emergenceWork.Hour = 19; emergenceWork.WriteProgram(); emergenceWork.Hour = 21; emergenceWork.WriteProgram(); Console.ReadLine(); }
static void Main(string[] args) { Context c = new Context(new ConcreteStateA()); c.Request(); c.Request(); c.Request(); c.Request(); c.Request(); //Example Work work = new Work(); work.State = new PendingState(); work.Start(); work.Cancel(); Console.ReadKey(); }
public override void Handler(Context context) { if (context.Hour >= 12 && context.Hour < 14) { Console.WriteLine("中午好..."); return; } context.State = new AfternoonState(); context.Request(); }
public override void Handler(Context context) { if (context.Hour >= 0 && context.Hour < 12) { Console.WriteLine("早上好..."); return; } context.State = new NoonState(); context.Request(); }
public static void RunMain() { Context con = new Context(); con.State = new NormalState(); Random r = new Random(); for (int i = 0; i < 25; i++) { Console.Write(con.Request(r.Next(3))); } }
public override void Handler(Context context) { if (context.Hour >= 14 && context.Hour < 18) { Console.WriteLine("下午好..."); return; } context.State = new EveningState(); context.Request(); }
public static void Main(string[] args) { Context c = new Context(new StateB()); for (int i = 0; i < 10; i++) { c.Show(); c.Request(); } }
public override void Handler(Context context) { if (context.Hour >= 18 && context.Hour < 24) { Console.WriteLine("晚上好..."); return; } context.State = new MorningState(); context.Request(); }
static void Main(string[] args) { Context context = new Context(new ConcreateStateA()); for (int i = 0; i < 10 ; i++) { context.Request(); } Console.ReadKey(); }
static void Main(string[] args) { //#region Book User Level //User user = new User("Hyman"); //user.BuyBook(2000); //user.BuyBook(2000); //user.BuyBook(2000); //user.BuyBook(2000); //Console.Read(); //#endregion #region State patter structure Context context = new Context(); context.Request(); context.Request(); context.Request(); context.Request(); Console.Read(); #endregion }
static void Main(string[] args) { Console.WriteLine("Hello World!"); Console.WriteLine("--------------------StatePattern--------------------"); Console.WriteLine(); var context = new Context(); context.Minute = 10; context.Request(); context.IsCancel = false; context.Request(); context.Minute = 20; context.Request(); context.Minute = 35; context.Request(); context.Minute = 45; context.Request(); Console.ReadKey(); }
static void Main(string[] args) { Context context = new Context(new ConcreateStateA()); for (int i = 0; i < 10; i++) { context.Request(); } Console.ReadKey(); }
// The user interface static void Main(string[] args) { Context context = new Context(); context.State = new NormalState(); Random r = new Random(37); for (int i = 5; i <= 25; i++) { int command = r.Next(3); Console.Write(context.Request(command) + " "); } Console.WriteLine(); }
static void Main(string[] args) { /* * 状态模式(State Pattern) * * 如下划分早上、中午、下午、晚上四个时间段(状态) * --------------------- * 早上(0-12) * 中午(12-14) * 下午(14-18) * 晚上(18-24) * --------------------- */ Context context = new Context() { State = new MorningState(), Hour = 23 }; context.Request(); Console.ReadKey(); }
public static void RunMain() { Context context = new Context(); context.State = new NormalState(); Random r = new Random(); for (int i = 0; i < 25; i++) { int command = r.Next(3); context.Request(command); } }
static void Main(string[] args) { Console.WriteLine("状态模式:"); Context context = new Context(new StateA()); context.Request(); context.Request(); context.Request(); context.Request(); #region 角色系统 //Role role = new Role(new Primary(), 0.0f); //role.IsVictory = true; //role.Play(); //role.IsVictory = true; //role.Play(); //role.IsVictory = true; //role.Play(); //role.IsVictory = true; //role.Play(); //role.IsVictory = true; //role.Play(); //role.IsVictory = true; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); //role.IsVictory = false; //role.Play(); #endregion #region 输门 //TransmissionGate transGate = new TransmissionGate(new Closed()); //transGate.Complete(); //transGate.Click(); //transGate.TimeOut(); //transGate.Click(); //transGate.Complete(); //transGate.TimeOut(); //transGate.Click(); //transGate.Complete(); //transGate.TimeOut(); //transGate.Click(); //transGate.Complete(); //transGate.Click(); //transGate.Click(); //transGate.Complete(); #endregion Idle idle = new Idle(); Walk walk = new Walk(); Jump jump = new Jump(); Attack attack = new Attack(); idle.AddTransition(new JyTransition(idle, walk, 'w')); idle.AddTransition(new JyTransition(idle, jump, 'j')); idle.AddTransition(new JyTransition(idle, attack, 'k')); walk.AddTransition(new JyTransition(walk, idle, 's')); walk.AddTransition(new JyTransition(walk, jump, 'j')); walk.AddTransition(new JyTransition(walk, attack, 'k')); jump.AddTransition(new JyTransition(jump, idle, 's')); jump.AddTransition(new JyTransition(jump, walk, 'w')); jump.AddTransition(new JyTransition(jump, attack, 'k')); attack.AddTransition(new JyTransition(attack, idle, 's')); attack.AddTransition(new JyTransition(attack, walk, 'w')); attack.AddTransition(new JyTransition(attack, jump, 'j')); HeroStateMachine heroStateMachine = new HeroStateMachine(idle); heroStateMachine.AddState(walk); heroStateMachine.AddState(jump); heroStateMachine.AddState(attack); ConsoleKeyInfo ConsoleKeyInfo = new ConsoleKeyInfo(); while (ConsoleKeyInfo.Key != ConsoleKey.Escape) { ConsoleKeyInfo = Console.ReadKey(); Console.WriteLine(ConsoleKeyInfo.Key.ToString()); heroStateMachine.Word = ConsoleKeyInfo.KeyChar; heroStateMachine.OnStay(); } }
public static void Main (string[] args) { Context c = new Context (new StateB ()); for (int i = 0; i < 10; i++) { c.Show (); c.Request (); } }