namespace Unity.PlasticSCM.Editor.UI.Progress { internal class OperationProgressData { internal string ProgressHeader { get { lock (mLockGuard) { return mProgressHeader; } } set { lock (mLockGuard) { mProgressHeader = value; } } } internal string TotalProgressMessage { get { lock (mLockGuard) { return mTotalProgressMessage; } } set { lock (mLockGuard) { mTotalProgressMessage = value; } } } internal string CurrentBlockProgressMessage { get { lock (mLockGuard) { return mBlockProgressMessage; } } set { lock (mLockGuard) { mBlockProgressMessage = value; } } } internal double TotalProgressPercent { get { lock (mLockGuard) { return mTotalProgressPercent; } } set { lock (mLockGuard) { mTotalProgressPercent = value; } } } internal double CurrentBlockProgressPercent { get { lock (mLockGuard) { return mBlockProgressPercent; } } set { lock (mLockGuard) { mBlockProgressPercent = value; } } } internal bool ShowCurrentBlock { get { lock (mLockGuard) { return mShowCurrentBlock; } } set { lock (mLockGuard) { mShowCurrentBlock = value; } } } internal bool CanCancelProgress { get { lock (mLockGuard) { return mCanCancelProgress; } } set { lock (mLockGuard) { mCanCancelProgress = value; } } } internal void ResetProgress() { lock (mLockGuard) { mProgressHeader = string.Empty; mTotalProgressMessage = string.Empty; mBlockProgressMessage = string.Empty; mTotalProgressPercent = 0; mBlockProgressPercent = 0; mShowCurrentBlock = false; mCanCancelProgress = false; } } string mProgressHeader; string mTotalProgressMessage; string mBlockProgressMessage; double mTotalProgressPercent; double mBlockProgressPercent; bool mShowCurrentBlock; bool mCanCancelProgress; object mLockGuard = new object(); } }