public void GetArchiveDirTree()
 {
     ProviderProductCollectionDataAccess.SaveAllProviderProducts(Settings.ArchiveAssetFolder, false, true);
     GameAssets.ProviderProductList         = ProviderProductCollectionDataAccess.ReadAllProviderProductsFromDatabase();
     GameAssets.FilteredProviderProductList = new BindableCollection <ProviderProductModel>(
         ProviderProductCollectionDataAccess.ApplyProductsFilter(GameAssets.ProviderProductList,
                                                                 GameAssets.ProviderProductFilter));
     AssetCollectionDataAccess.SaveAllUnpackedAssets(Settings.ArchiveAssetFolder, false, true);
     AssetCollectionDataAccess.SaveAllPackedAssets(Settings.ArchiveAssetFolder, false, true);
     GameAssets.BluePrintList         = AssetCollectionDataAccess.ReadAllAssetsFromDatabase();
     GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>(
         AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList,
                                                     GameAssets.BluePrintFilter));
     NotifyOfPropertyChange(() => GameAssets);
 }
        protected override void OnViewLoaded(object view)
        {
            base.OnViewLoaded(view);
            // ProviderProduct initialization
            GameAssets.ProviderProductFilter = new ProviderProductFilterModel();
            CopyToArchiveCommand             = new RelayCommand <object>(CopyToArchive, CanCopy);
            CopyToGameCommand = new RelayCommand <object>(CopyToGame, CanCopy);
            GameAssets.ProviderProductList         = ProviderProductCollectionDataAccess.ReadAllProviderProductsFromDatabase();
            GameAssets.FilteredProviderProductList = new BindableCollection <ProviderProductModel>(
                ProviderProductCollectionDataAccess.ApplyProductsFilter(GameAssets.ProviderProductList,
                                                                        GameAssets.ProviderProductFilter));

// BluePrint initialization
            GameAssets.BluePrintFilter = new BluePrintFilterModel();

            GameAssets.BluePrintList         = AssetCollectionDataAccess.ReadAllAssetsFromDatabase();
            GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>(
                AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList,
                                                            GameAssets.BluePrintFilter));
        }
 public void SetGameAssetsFilter()
 {
     GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>(AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList,
                                                                                                                            GameAssets.BluePrintFilter)); // Fore some reason, no notification is generated if this changes, so do it manually in this case
     NotifyOfPropertyChange(() => GameAssets);
 }