private async Task PrivateColumnAsync(PileInfoCP pile) { if (ColumnClickedAsync == null) { return; } await ColumnClickedAsync.Invoke(PileList.IndexOf(pile)); }
public async Task ShowRollingAsync(CustomBasicList <CustomBasicList <bool> > thisCol) { bool isLast = false; AsyncDelayer.SetDelayer(this, ref _delay !); //has to be here to learn lesson from other dice games. await thisCol.ForEachAsync(async firstList => { if (thisCol.Last() == firstList) { isLast = true; } int x; x = 0; firstList.ForEach(items => { SingleDiceInfo thisDice = FindNextPin(ref x); thisDice.Populate(items); thisDice.Index = DiceList.IndexOf(thisDice) + 1; if (isLast == true) //animations has to show value { thisDice.DidHit = items; } }); await _delay.DelayMilli(50); //decided to have here less performance problem when rolling bowling dice. }); if (isLast == false) { throw new BasicBlankException("Was never last for showing rolling. Rethink"); } }
public int LetterRemaining() { var thisItem = (from items in _completeList where vb.AscW(items) == 0 select items).Single(); return(_completeList.IndexOf(thisItem)); }
private async Task ThisSet_SetClickedAsync(RummyHandObservable <S, C, R> thisSet) { if (SetClickedAsync == null) { return; } if (thisSet.DidClickObject == true) { thisSet.DidClickObject = false; return; } await SetClickedAsync.Invoke(SetList.IndexOf(thisSet) + 1); //wanted to make it one based. }
} //decided its not worth taking a risk on this one. //public PlainCommand<SolitaireCard> ClockCommand { get; set; } public void ClearBoard() { int decks = 10000; ClockList !.ForEach(thisClock => { thisClock.CardList.Clear(); var thisCard = new SolitaireCard(); decks++; thisCard.Deck = decks; //because of how the dictionary works. thisClock.CardList.Add(thisCard); if (ShowCenter || ClockList.IndexOf(thisClock) + 1 <= 4) { thisClock.LeftGuide = 4; } else { thisClock.LeftGuide = 3; } }); }
public void FillInRestOfColors() //this means fill rest of colors is no problem. { var thisList = ColorsLeft(); thisList.ShuffleList(); if (PlayerList.Any(x => x.DidChooseColor == false && x.InGame == true)) { throw new BasicBlankException("There is at least one player who did not choose color who is in game. That is wrong"); } CustomBasicList <P> tempList = PlayerList.Where(Items => Items.DidChooseColor == false).ToCustomBasicList(); tempList.ShuffleList(); //i am guessing in this case, you have to literally have them match. if (thisList.Count != tempList.Count) { throw new BasicBlankException("Does not match. Therefore, can't populate the rest of the colors"); } tempList.ForEach(thisPlayer => { thisPlayer.Color = thisList[tempList.IndexOf(thisPlayer)].EnumValue; }); }