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FsmModel.cs
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// ***************************************************************************
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org>
// ***************************************************************************
using System;
using System.Collections.Generic;
using StateMachine.Events;
namespace StateMachine
{
public class FsmModel<TS, TT>
{
public event EventHandler<StateChangeArgs<TS, TT>> StateChanged;
public State<TS, TT> Current { get; set; }
public State<TS, TT> StartState { get; set; }
public Stack<State<TS, TT>> Stack { get; } = new Stack<State<TS, TT>>();
public bool StackEnabled { get; set; }
public Dictionary<TS, State<TS, TT>> States { get; } = new Dictionary<TS, State<TS, TT>>();
public Dictionary<TS, Transition<TS, TT>> GlobalTransitions { get; } =
new Dictionary<TS, Transition<TS, TT>>();
public void AddStateChangedHandler(
EventHandler<StateChangeArgs<TS, TT>> e)
{
StateChanged += e ?? throw FsmBuilderException.HandlerCannotBeNull();
}
public void RaiseStateChanged(StateChangeArgs<TS, TT> e) => StateChanged?.Invoke(this, e);
}
}