private void OnObjectLockingEvent(object sender, Base.ObjectLockingEventArgs args) { foreach (var obj in objectsToBeUnlocked) { if (obj.IsLockedByOtherUser) { SetInteractivity(false, "Start or end is locked"); return; } } SetInteractivity(true); }
public void Add(ObjectLockingEventArgs objectsLockingEvent) { if (IsSceneOrProject(objectsLockingEvent.ObjectIds.FirstOrDefault())) //in the list, there should be always only objects or only projects/scenes, so taking the first id should work { OnObjectLockingEvent?.Invoke(this, objectsLockingEvent); } else { lock (events) { events.Add(objectsLockingEvent); } } InvokeEvents(); }