// Methods
        public void AddUnit(UnitName uName)
        {
            // Add the unit to the collection
            ArmyNode tempANode = new ArmyNode(uName.TheUnit);

            startingArmies.Add(tempANode);

            // Listen to changes in the Display Name
            uName.PropertyChanged += tempANode.OnNameChange;

            // Listen to changes in the ArmyNode
            tempANode.PropertyChanged += OnArmyNodeChanged;
        }
Ejemplo n.º 2
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        protected void OnArmiesChange(object sender, EventArgs args)
        {
            // First case, this is a propogated event from StartingArmies
            if (sender is ArmyNode)
            {
                ArmyNode tempAN      = sender as ArmyNode;
                string   propChanged = (args as PropertyChangedEventArgs).PropertyName;

                // And now for the switch that'll handle eveything
                switch (propChanged)
                {
                case "NEAStartingCount":
                    tempAN.TheUnit.StartsInNEA = tempAN.NEAStartingCount;
                    break;

                case "ConStartingCount":
                    tempAN.TheUnit.StartsInCon = tempAN.ConStartingCount;
                    break;

                case "GPFStartingCount":
                    tempAN.TheUnit.StartsInGPF = tempAN.GPFStartingCount;
                    break;

                case "RoTStartingCount":
                    tempAN.TheUnit.StartsInRoT = tempAN.RoTStartingCount;
                    break;

                case "CalStartingCount":
                    tempAN.TheUnit.StartsInCal = tempAN.CalStartingCount;
                    break;

                case "PacStartingCount":
                    tempAN.TheUnit.StartsInPac = tempAN.PacStartingCount;
                    break;

                case "EUStartingCount":
                    tempAN.TheUnit.StartsInEU = tempAN.EUStartingCount;
                    break;

                case "RusStartingCount":
                    tempAN.TheUnit.StartsInRus = tempAN.RusStartingCount;
                    break;
                }
            }
        }
        /// <summary>
        /// Our listener for changes to an ArmyNode inside StartingArmies
        /// </summary>
        /// <param name="sender">The ArmyNode that fired a PropertyChanged event</param>
        /// <param name="args">The property that was changed</param>
        protected void OnArmyNodeChanged(object sender, PropertyChangedEventArgs args)
        {
            // First, set up some ease of use handlers
            ArmyNode tempAN = sender as ArmyNode;

            if (tempAN == null)
            {
                // We don't care
                return;
            }

            // We actually don't care about this event, but want subsribers of our PropertyChanged
            // to be able to listen for changes in StartingArmies
            if (PropertyChanged != null)
            {
                // Bubble up
                PropertyChanged(tempAN, args);
            }
        }