private void PopulateSubInAndOutDropDowns() { if (Clock != null) { if (SelectedStatCategory.StatCategory.StatCategoryName == AppResources.Substitution) { int elapsedTimeInGameInSeconds = StatCalculationsModule.CalculateTimeElapsedInGameInSeconds(Game.Game, Convert.ToInt32(SelectedPeriod), Clock); //The players IN the game at this time should appear in the dropdown PLAYER OUT (i.e. if they are in the game, they can come OUT) (vice versa) SubPlayerOutList = DAL.Instance().GetPlayersInAndOutAtAGivenPointInGame(Game.Game.GameID, SelectedTeam.TeamID, elapsedTimeInGameInSeconds, "IN"); SubPlayerInList = DAL.Instance().GetPlayersInAndOutAtAGivenPointInGame(Game.Game.GameID, SelectedTeam.TeamID, elapsedTimeInGameInSeconds, "OUT"); } } else { SubPlayerInList = new ObservableCollection <TeamRosterModel>(); SubPlayerOutList = new ObservableCollection <TeamRosterModel>(); } //Set Sub Player In foreach (var item in SubPlayerInList) { SelectedPlayerIn = item; break; } //Set Sub Player Out foreach (var item in SubPlayerOutList) { SelectedPlayerOut = item; break; } }
public bool ValidateScreen() { bool rtnValue = true; int elapsedTimeInGameInSeconds; try { elapsedTimeInGameInSeconds = StatCalculationsModule.CalculateTimeElapsedInGameInSeconds(Game.Game, Game.Game.CurrentPeriod, Game.Game.CurrentClock); if (Clock == string.Empty || Clock == null) { MessageBox.Show(AppResources.ClockNotEntered, _messageBoxTitle, MessageBoxButton.OK); rtnValue = false; } else { //Make sure this is not a period/clock time that is in the future, that is what Game Manager is for. int elapsedTimeOfThisPlayInSeconds = StatCalculationsModule.CalculateTimeElapsedInGameInSeconds(Game.Game, Convert.ToInt32(SelectedPeriod), Clock); if (elapsedTimeOfThisPlayInSeconds > elapsedTimeInGameInSeconds) { MessageBox.Show(AppResources.PeriodClockValueInFuture, _messageBoxTitle, MessageBoxButton.OK); rtnValue = false; } } return(rtnValue); } catch (Exception ex) { return(rtnValue); } }