Ejemplo n.º 1
0
 public Phase10MainGameClass(IGamePackageResolver mainContainer,
                             IEventAggregator aggregator,
                             BasicData basicData,
                             TestOptions test,
                             Phase10VMData currentMod,
                             IMultiplayerSaveState state,
                             IAsyncDelayer delay,
                             ICardInfo <Phase10CardInformation> cardInfo,
                             CommandContainer command,
                             Phase10GameContainer gameContainer)
     : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer)
 {
     _model         = currentMod;
     _command       = command;
     _gameContainer = gameContainer;
     _rummys        = new RummyProcesses <EnumColorTypes, EnumColorTypes, Phase10CardInformation>();
 }
Ejemplo n.º 2
0
        private readonly Phase10GameContainer _gameContainer; //if not needed, delete.

        public Phase10MainViewModel(CommandContainer commandContainer,
                                    Phase10MainGameClass mainGame,
                                    Phase10VMData viewModel,
                                    BasicData basicData,
                                    TestOptions test,
                                    IGamePackageResolver resolver,
                                    Phase10GameContainer gameContainer
                                    )
            : base(commandContainer, mainGame, viewModel, basicData, test, resolver)
        {
            _mainGame      = mainGame;
            _model         = viewModel;
            _gameContainer = gameContainer;
            _model.Deck1.NeverAutoDisable = true;
            _model.PlayerHand1.AutoSelect = HandObservable <Phase10CardInformation> .EnumAutoType.SelectAsMany;
            var player = _mainGame.PlayerList.GetSelf();

            mainGame.Aggregator.Subscribe(player); //hopefully this works now.
            _model.TempSets.Init(this);
            _model.TempSets.ClearBoard();          //try this too.
            _model.TempSets.SetClickedAsync += TempSets_SetClickedAsync;
            _model.MainSets.SetClickedAsync += MainSets_SetClickedAsync;
            _model.MainSets.SendEnableProcesses(this, () => _gameContainer !.AlreadyDrew);
        }