//private readonly IDominoGamesVM<D> _thisMod; public DominosBoneYardClass(IDominoGamesData <D> model, CommandContainer command, IGamePackageResolver resolver, DominosBasicShuffler <D> shuffles ) : base(command, resolver) { ProtectedText = "Bone Yard"; //_thisMod = thisMod; ObjectList = shuffles; _model = model; }
public DominosRegularMainViewModel( CommandContainer commandContainer, DominosRegularMainGameClass mainGame, IDominoGamesData <SimpleDominoInfo> viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver) : base(commandContainer, mainGame, viewModel, basicData, test, resolver) { _viewModel = viewModel; viewModel.PlayerHand1.Maximum = 8; viewModel.PlayerHand1.IgnoreMaxRules = true; //after 8 scrollbars. }
public ItalianDominosMainViewModel( CommandContainer commandContainer, ItalianDominosMainGameClass mainGame, IDominoGamesData <SimpleDominoInfo> viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver) : base(commandContainer, mainGame, viewModel, basicData, test, resolver) { _mainGame = mainGame; _viewModel = viewModel; viewModel.PlayerHand1.Maximum = 8; viewModel.PlayerHand1.AutoSelect = HandObservable <SimpleDominoInfo> .EnumAutoType.SelectOneOnly; }
public DominosGameClass( IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, IDominoGamesData <D> currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, BasicGameContainer <P, S> gameContainer ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, command, gameContainer) { _model = currentMod; _command = command; }
public DominoGamesVM(CommandContainer commandContainer, IDominoDrawProcesses <D> mainGame, IDominoGamesData <D> viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver) : base(commandContainer, mainGame, viewModel, basicData, test, resolver) { _model = viewModel; _mainGame = mainGame; //do the delegates. _model.DrewDominoAsync = DrewDominoAsync; if (AlwaysEnableHand() == false) { _model.PlayerHand1.SendEnableProcesses(this, () => { return(CanEnableHand()); }); } else { _model.PlayerHand1.SendAlwaysEnable(this);// will handle this part } _model.BoneYard.SendEnableProcesses(this, () => { return(CanEnableBoneYard()); }); _model.HandClickedAsync = HandClicked; _model.PlayerBoardClickedAsync = PlayerBoardClickedAsync; }