private void OnInformationChanged(ImportInformation import) { if (import.ImportName.Equals("Currency")) { CurrencyStatus = import.Information; } if (import.ImportName.Equals("Commitment")) { CommitmentStatus = import.Information; if (import.Object != null) { importCommitments = import.Object as ObservableCollection <ImportCommitment>; } } if (import.ImportName.Equals("Cashflows")) { CashFlowStatus = import.Information; } if (import.ImportName.Equals("Ended")) { numberOfProcesses--; } if (numberOfProcesses == 0) { workDone = true; } }
private void onAnchorDataAvailable(MqttNetClientAccess.mqttMessage message) { DateTime anchorTime = TimeMethodesForAnchors.parseAnchor(message.topic).Value; importInformation = new ImportInformation(3, message.payload, anchorTime); //TODO: what happens when one anchor gets available while the other is currently importing //then we should somehow stop the import of the other and use the new //we have the anchor now AppDataExportManager.Instance.unsubscribe(message.topic, onAnchorDataAvailable); WorldAnchorTransferBatch.ImportAsync(message.payload, onImportComplete); }
private void onImportCompleteForUnity(object transferBatchObject) { WorldAnchorTransferBatch transferBatch = (WorldAnchorTransferBatch)transferBatchObject; //before we lock this, we remove the world anchor detachWorldAnchor(); //locks it in place WorldAnchor wa = transferBatch.LockObject(gameObject.name, this.gameObject); anchorOrigin = AnchorOrigin.Server; //saves the importet anchor in the store WorldAnchorManager.Instance.SaveAnchor(this.gameObject); //if import complete, we take the time from information as current time latestAnchor = importInformation.anchorTime; //reset importInformation = default(ImportInformation); }