public void OnGameTypeChange(CustomBattleGameType gameType)
        {
            this.MapSearchResults.Clear();
            switch (gameType)
            {
            case CustomBattleGameType.Battle:
                this.IsCurrentMapSiege = false;
                this._availableMaps    = this._battleMaps;
                break;

            case CustomBattleGameType.Village:
                this.IsCurrentMapSiege = false;
                this._availableMaps    = this._villageMaps;
                break;

            case CustomBattleGameType.Siege:
                this.IsCurrentMapSiege = true;
                this._availableMaps    = this._siegeMaps;
                break;
            }
            foreach (MapItemVM availableMap in this._availableMaps)
            {
                this.MapSearchResults.Add(availableMap);
            }
            this.SelectedMap = this._availableMaps[this._availableMaps.Count - 1];
            this._searchText = new TextObject("{=7i1vmgQ9}Select a Map").ToString();
            this.OnPropertyChanged("SearchText");
        }
 private void OnGameTypeChange(CustomBattleGameType gameType) => this.MapSelectionGroup.OnGameTypeChange(gameType);
 public GameTypeItemVM(string gameTypeName, CustomBattleGameType gameType)
     : base(gameTypeName)
 {
     this.GameType = gameType;
 }