/// <summary>
        /// Constructor
        /// </summary>
        /// <param name="items">
        /// The item dictionary.
        /// </param>
        /// <param name="prizes">
        /// The prize dictionary.
        /// </param>
        public CrystalRequirement(IItemDictionary items, IPrizeDictionary prizes)
        {
            _gtCrystal  = (ICrystalRequirementItem)items[ItemType.TowerCrystals];
            _crystal    = prizes[PrizeType.Crystal];
            _redCrystal = prizes[PrizeType.RedCrystal];

            _gtCrystal.PropertyChanged  += OnItemChanged;
            _crystal.PropertyChanged    += OnItemChanged;
            _redCrystal.PropertyChanged += OnItemChanged;

            UpdateValue();
        }
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="prizes">
        /// The prizes dictionary.
        /// </param>
        /// <param name="undoRedoManager">
        /// The undo/redo manager.
        /// </param>
        /// <param name="undoableFactory">
        /// A factory for creating undoable actions.
        /// </param>
        /// <param name="section">
        /// The prize section to be represented.
        /// </param>
        public PrizeSmallItemVM(
            IPrizeDictionary prizes, IUndoRedoManager undoRedoManager, IUndoableFactory undoableFactory,
            IPrizeSection section)
        {
            _prizes          = prizes;
            _undoRedoManager = undoRedoManager;
            _undoableFactory = undoableFactory;

            _section = section;

            HandleClick = ReactiveCommand.Create <PointerReleasedEventArgs>(HandleClickImpl);

            _section.PropertyChanged += OnSectionChanged;
            _section.PrizePlacement.PropertyChanged += OnPrizeChanged;
        }
Exemple #3
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 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="factory">
 /// A factory that creates prize placements.
 /// </param>
 public PrizePlacementFactory(IPrizeDictionary prizes, IPrizePlacement.Factory factory)
 {
     _prizes  = prizes;
     _factory = factory;
 }