void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) { switch (connectionId) { case 1: this.gofield = ((MonopolyWPFApp.BigField)(target)); return; case 2: this.prison = ((MonopolyWPFApp.BigField)(target)); return; case 3: this.freeParking = ((MonopolyWPFApp.BigField)(target)); return; case 4: this.goToJail = ((MonopolyWPFApp.BigField)(target)); return; case 5: this.row0 = ((MonopolyWPFApp.FieldRow)(target)); return; case 6: this.row1 = ((MonopolyWPFApp.FieldRow)(target)); return; case 7: this.row2 = ((MonopolyWPFApp.FieldRow)(target)); return; case 8: this.row3 = ((MonopolyWPFApp.FieldRow)(target)); return; case 9: this.playerDataRow = ((MonopolyWPFApp.PlayerDataRow)(target)); return; case 10: this.actionRow = ((MonopolyWPFApp.ActionRow)(target)); return; } this._contentLoaded = true; }
private void SetPlayersOnBigField(BigField bigField, int position) { if (_game.PlayerPos.Count() >= 1 && _game.PlayerPos[_game.Players[0]] == position) { bigField.Player1.Visibility = Visibility.Visible; } else { bigField.Player1.Visibility = Visibility.Hidden; } if (_game.PlayerPos.Count() >= 2 && _game.PlayerPos[_game.Players[1]] == position) { bigField.Player2.Visibility = Visibility.Visible; } else { bigField.Player2.Visibility = Visibility.Hidden; } if (_game.PlayerPos.Count() >= 3 && _game.PlayerPos[_game.Players[2]] == position) { bigField.Player3.Visibility = Visibility.Visible; } else { bigField.Player3.Visibility = Visibility.Hidden; } if (_game.PlayerPos.Count() >= 4 && _game.PlayerPos[_game.Players[3]] == position) { bigField.Player4.Visibility = Visibility.Visible; } else { bigField.Player4.Visibility = Visibility.Hidden; } }