public override async Task FinishGetSavedAsync() { LoadControls(); _model.PlayerWon = ""; if (SaveRoot !.CanStart == false) { await LoadStartOptionsAsync(); return; } if (BasicData.MultiPlayer == true && SaveRoot.Level != EnumLevel.None) //maybe its needed anyways otherwise, no deck { _deck.OrderedObjects(); //i think } if (BasicData.MultiPlayer == true && SaveRoot.Level == EnumLevel.Easy) { PlayerList !.ForEach(player => { player.MainHandList.ForEach(card => card.ReloadSaved()); }); } if (BasicData.MultiPlayer == false) { _deck.ClearObjects(); _deck.OrderedObjects(); //i think } _gameboard.NewLoadSavedGame(); _gameboard.Visible = true; //try this too. _model.TileBoard1 !.UpdateBoard(); //i think. }
async Task nm.IReshuffledCardsNM.ReshuffledCardsReceived(string data) { CustomBasicList <int> firstList = await js.DeserializeObjectAsync <CustomBasicList <int> >(data); if (_deckList.Count == 0) { _deckList.OrderedObjects(); //maybe this was needed. i think this is the best way to handle this situation. } DeckObservableDict <D> NewList = firstList.GetNewObjectListFromDeckList(_deckList); SaveRoot !.CardList = NewList.ToRegularDeckDict(); await AfterReshuffleAsync(); }