public void OnEvent(WorkflowStepFinalizedArgs args)
        {
            if (lastWorkStep == args.newStep)
            {
                return;
            }
            lastWorkStep = args.newStep;

            SendEventToBot(clientFinishedWorkflowStep, m_WorkflowService.currentWorkflowData.steps[args.newStep].id);
        }
 public void OnEvent(WorkflowStepFinalizedArgs arg)
 {
     foreach (SceneItemData data in m_WorkflowService.currentWorkflowData.steps[arg.newDataStep].items)
     {
         ISceneItem item = m_ItemRegistry.GetItemById(data.id);
         if ((item.levelable.level & (1 << m_AdaptivityService.level)) != 0)
         {
             item.itemTransform.gameObject.SetActive(true);
         }
     }
 }
Пример #3
0
 /// <inheritdoc />
 public void OnEvent(WorkflowStepFinalizedArgs arg)
 {
     if (arg.lastDataStep != -1)
     {
         if (!(arg.lastDataStep < arg.newDataStep))
         {
             for (int i = arg.newDataStep; i <= arg.lastDataStep; ++i)
             {
                 m_TimelineItems[i].Reset();
             }
         }
     }
     m_TimelineItems[arg.newDataStep].active = true;
 }
Пример #4
0
        void IAciEventHandler <WorkflowStepFinalizedArgs> .OnEvent(WorkflowStepFinalizedArgs arg)
        {
            if (m_LastWorkStep == arg.newStep)
            {
                return;
            }

            m_LastWorkStep = arg.newStep;

            if (m_LastWorkStep == 0)
            {
                return;
            }

            m_BotMessenger.SendEventAsync(ClientFinishedWorkflowStep, m_WorkflowService.currentWorkflowData.steps[arg.lastDataStep].id);
        }
 /// <inhertdoc />
 public void OnEvent(WorkflowStepFinalizedArgs args)
 {
     SetStep(args.newStep);
 }
 public void OnEvent(WorkflowStepFinalizedArgs arg)
 {
     finalized         = false;
     m_PrevRepetitions = arg.executedRepetitions;
 }
 public void OnEvent(WorkflowStepFinalizedArgs arg)
 {
     finalized = false;
 }