If you’re doing any significant amount of work with statmachines, you will most certainly encounter some conditional logic in your Statemachines. Take our vending machine.
When ever a coin is inserted, the invoked event will depend on whether the total amount of money inserted is sufficient to buy something.
If enough money has been tendered, the display should suggest that the customer make a selection. If insufficient money has been inserted, the customer should be prompted to insert more.
Conditional logic can be accomplished by using entry actions. See the diagram below.
Starting in the
Accept Money state, when a coin is inserted, the
coin event is fired and the Statemachine transitions into the
Inserted state. This is where it gets fun.
Upon entering of the
Coin Inserted state its entry event is
count_amount_tendered. This method will count the money
and invoke the
accordingly. This will cause the Statemachine to transition into the
Coin Inserted state is unique. You wouldn’t expect to find
the Statemachine in the
Coin Inserted state for any reason
except to make this decision. Once the decision is made, the state changes.
States like this are called Decision States.
Next lesson: Superstates