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. }
public BaseGameBoardCP(IGamePackageResolver mainContainer) //we need the advanced one here though. { _thisPro = mainContainer.Resolve <IProportionBoard>(TagUsed); _mainContainer = mainContainer; if (mainContainer.RegistrationExist <ISkiaSharpGameBoard>(TagUsed)) { LinkBoard(); } }
private void PrepSort() { bool rets; rets = _resolver.RegistrationExist <ISortObjects <R> >(); if (rets == true) { _thisSort = _resolver.Resolve <ISortObjects <R> >(); } }