Beispiel #1
0
 public PyramidSolitaireMainGameClass(ISaveSinglePlayerClass thisState,
                                      IEventAggregator aggregator,
                                      IGamePackageResolver container
                                      )
 {
     _thisState = thisState;
     Aggregator = aggregator;
     SaveRoot   = container.ReplaceObject <PyramidSolitaireSaveInfo>(); //can't create new one.  because if doing that, then anything that needs it won't have it.
     SaveRoot.Load(Aggregator);
 }
        public override async Task OpenSavedGameAsync()
        {
            DeckList.OrderedObjects(); //i think
            SaveRoot = await _thisState.RetrieveSinglePlayerGameAsync <HeapSolitaireSaveInfo>();

            if (SaveRoot.DeckList.Count > 0)
            {
                var newList = SaveRoot.DeckList.GetNewObjectListFromDeckList(DeckList);
                DeckPile !.OriginalList(newList);
                //not sure if we need this or not (?)
                //DeckPile.Visible = true;
            }
            //anything else that is needed to open the saved game will be here.
            _model !.Main1.PileList !.ReplaceRange(SaveRoot.MainPiles !); //iffy.
            _model.Main1.RefreshInfo();
            SaveRoot.Load(Aggregator);
            _model.Waste1 !.PileList !.ReplaceRange(SaveRoot.WasteData !); //also iffy.
        }