public BasicGameCommand(IBasicEnableProcess model, MethodInfo execute, PropertyInfo?canExecute, CommandContainer container)
 {
     CommandContainer = container;
     _model           = model;
     _execute         = execute;
     _canExecutep     = canExecute;
     if (_canExecutep != null)
     {
         _functionName = _canExecutep.Name;
     }
     HookUpNotifiers();
 }
 public BasicGameCommand(IBasicEnableProcess model, MethodInfo execute, MethodInfo canExecuteM, CommandContainer container)
 {
     CommandContainer = container;
     _model           = model;
     _execute         = execute;
     _canExecuteM     = canExecuteM;
     if (_canExecuteM != null)
     {
         _functionName = canExecuteM.Name;
     }
     HookUpNotifiers();
 }
Esempio n. 3
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 public override void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun)
 {
     base.SendEnableProcesses(nets, fun);
     SetList.ForEach(x => x.SendEnableProcesses(nets, fun));
 }
 public LimitedGameCommand(IBasicEnableProcess model, MethodInfo execute, MethodInfo canExecuteM, CommandContainer container) : base(model, execute, canExecuteM, container)
 {
     BusyCategory = EnumCommandBusyCategory.Limited;
 }
 private Func <bool>?_customFunction; // i think this will have no parameters for this one.
 public void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun)
 {
     _networkProcess = nets;
     _customFunction = fun;
 }
 public virtual void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun)
 {
     SendFunction(fun);
     _useSpecial     = true;
     _networkProcess = nets;
 }