/// <summary> /// Enter the selected state. /// </summary> /// <param name="machine">The machine.</param> protected void OpenEntryState(IAbstractMachineState machine) { Machine = machine; }
/// <summary> /// Is called by the event handler of the <see cref="BackgroundWorker.ProgressChanged" />. /// </summary> /// <param name="activationMachine">The activation machine.</param> /// <param name="entitiesState">The <see cref="ProgressChangedEventArgs" /> instance containing the event data.</param> public override void ProgressChang(IAbstractMachineState activationMachine, ProgressChangedEventArgs entitiesState) { base.ProgressChang(activationMachine, entitiesState); m_EventAggregator.GetEvent <ProgressChangeEvent>().Publish(entitiesState); }
/// <summary> /// Is called by the event handler of the <see cref="BackgroundWorker.ProgressChanged"/>. /// </summary> /// <param name="activationMachine">The activation machine.</param> /// <param name="entitiesState">The <see cref="ProgressChangedEventArgs"/> instance containing the event data.</param> public virtual void ProgressChang(IAbstractMachineState activationMachine, ProgressChangedEventArgs entitiesState) { }