public TriangleSolitaireMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver ) { _aggregator = aggregator; CommandContainer = commandContainer; CommandContainer.ExecutingChanged += CommandContainer_ExecutingChanged; //hopefully no problem (?) DeckPile = resolver.ReplaceObject <DeckObservablePile <SolitaireCard> >(); DeckPile.DeckClickedAsync += DeckPile_DeckClickedAsync; DeckPile.NeverAutoDisable = true; DeckPile.SendEnableProcesses(this, () => { if (_mainGame.GameGoing == false) { return(false); } return(true); //if other logic is needed for deck, put here. }); _mainGame = resolver.ReplaceObject <TriangleSolitaireMainGameClass>(); //hopefully this works. means you have to really rethink. Pile1 = new PileObservable <SolitaireCard>(aggregator, commandContainer); Triangle1 = new TriangleBoard(this, CommandContainer, resolver); Pile1.Text = "Discard"; Pile1.SendEnableProcesses(this, () => false); }
public CribbagePatienceMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver ) { _aggregator = aggregator; CommandContainer = commandContainer; CommandContainer.ExecutingChanged += CommandContainer_ExecutingChanged; //hopefully no problem (?) DeckPile = resolver.ReplaceObject <DeckObservablePile <CribbageCard> >(); DeckPile.DeckClickedAsync += DeckPile_DeckClickedAsync; DeckPile.NeverAutoDisable = false; DeckPile.SendEnableProcesses(this, () => { return(false); }); Hand1 = new HandObservable <CribbageCard>(commandContainer); Hand1.Visible = false; //has to be proven true. Hand1.Maximum = 6; Hand1.AutoSelect = HandObservable <CribbageCard> .EnumAutoType.SelectAsMany; _mainGame = resolver.ReplaceObject <CribbagePatienceMainGameClass>(); //hopefully this works. means you have to really rethink. _aggregator.Subscribe(this); _mainGame._saveRoot.HandScores = new CustomBasicList <ScoreHandCP>(); 3.Times(x => { var tempHand = new ScoreHandCP(); tempHand.HandCategory = (EnumHandCategory)x; _mainGame._saveRoot.HandScores.Add(tempHand); }); StartPile = new PileObservable <CribbageCard>(_aggregator, CommandContainer); StartPile.Text = "Start Card"; StartPile.CurrentOnly = true; StartPile.SendEnableProcesses(this, () => false); Scores = new ScoreSummaryCP(); TempCrib = new HandObservable <CribbageCard>(CommandContainer); TempCrib.Visible = false; TempCrib.Text = "Crib So Far"; TempCrib.Maximum = 4; }
public PyramidSolitaireMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver ) { _aggregator = aggregator; CommandContainer = commandContainer; CommandContainer.ExecutingChanged += CommandContainer_ExecutingChanged; //hopefully no problem (?) DeckPile = resolver.ReplaceObject <DeckObservablePile <SolitaireCard> >(); DeckPile.DeckClickedAsync += DeckPile_DeckClickedAsync; DeckPile.NeverAutoDisable = true; aggregator.Subscribe(this); DeckPile.SendEnableProcesses(this, () => { if (_mainGame.GameGoing == false) { return(false); } return(true); //if other logic is needed for deck, put here. }); _mainGame = resolver.ReplaceObject <PyramidSolitaireMainGameClass>(); //hopefully this works. means you have to really rethink. CurrentPile = new PileObservable <SolitaireCard>(_aggregator, commandContainer); CurrentPile.SendEnableProcesses(this, () => CurrentPile.PileEmpty() == false); CurrentPile.Text = "Current"; CurrentPile.CurrentOnly = true; CurrentPile.PileClickedAsync += CurrentPile_PileClickedAsync; Discard = new PileObservable <SolitaireCard>(_aggregator, CommandContainer); Discard.SendEnableProcesses(this, () => Discard.PileEmpty() == false); Discard.Text = "Discard"; Discard.PileClickedAsync += Discard_PileClickedAsync; PlayList1 = new PlayList(CommandContainer, aggregator); PlayList1.SendEnableProcesses(this, () => PlayList1.HasChosenCards()); PlayList1.Visible = true; GameBoard1 = new TriangleBoard(this, CommandContainer, resolver, _mainGame); }