private async Task FinishStartAsync()
        {
            bool rets;

            rets = _resolver.RegistrationExist <IFinishStart>();
            if (rets == true)
            {
                IFinishStart thisFinish = _resolver.Resolve <IFinishStart>();
                await thisFinish.FinishStartAsync();
            }
            _gameSetUp !.StartingStatus();
            if (_gameSetUp !.PlayerList?.Count > 0)
            {
                _gameSetUp.SingleInfo = _gameSetUp.PlayerList.GetWhoPlayer();
            }

            //hopefully the other part is not needed anymore.

            //if (_thisUp.CanMakeMainOptionsVisibleAtBeginning == true)
            //    _thisUp.CurrentMod.MainOptionsVisible = true; //if we don't do main options visible to begin with, rethink.
            _gameSetUp.ShowTurn();
            if (_gameSetUp.SaveRoot !.ImmediatelyStartTurn)
            {
                await _gameSetUp.StartNewTurnAsync(); //this is the best way to handle this.
            }
Esempio n. 2
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 public BaseGameBoardCP(IGamePackageResolver mainContainer) //we need the advanced one here though.
 {
     _thisPro       = mainContainer.Resolve <IProportionBoard>(TagUsed);
     _mainContainer = mainContainer;
     if (mainContainer.RegistrationExist <ISkiaSharpGameBoard>(TagUsed))
     {
         LinkBoard();
     }
 }
Esempio n. 3
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        private void PrepSort()
        {
            bool rets;

            rets = _resolver.RegistrationExist <ISortObjects <R> >();
            if (rets == true)
            {
                _thisSort = _resolver.Resolve <ISortObjects <R> >();
            }
        }