コード例 #1
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 //TODO: needs another screen here called OpeningScreen.
 //because at first, it needs the opening screen
 //so you can do the first options.
 public MinesweeperShellViewModel(IGamePackageResolver mainContainer
                                  , CommandContainer container
                                  , IGameInfo GameData
                                  , ISaveSinglePlayerClass saves
                                  ) : base(mainContainer, container, GameData, saves)
 {
 }
コード例 #2
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 public MarthaSolitaireMainGameClass(ISolitaireData solitaireData1,
                                     ISaveSinglePlayerClass thisState,
                                     IEventAggregator aggregator,
                                     IScoreData score
                                     )
     : base(solitaireData1, thisState, aggregator, score)
 {
 }
 public GrandfathersClockMainGameClass(ISolitaireData solitaireData1,
                                       ISaveSinglePlayerClass thisState,
                                       IEventAggregator aggregator,
                                       IScoreData score
                                       )
     : base(solitaireData1, thisState, aggregator, score)
 {
 }
コード例 #4
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 public BlockElevenSolitaireMainGameClass(ISolitaireData solitaireData1,
                                          ISaveSinglePlayerClass thisState,
                                          IEventAggregator aggregator,
                                          IScoreData score
                                          )
     : base(solitaireData1, thisState, aggregator, score)
 {
     _score = score;
 }
コード例 #5
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 public PokerMainGameClass(ISaveSinglePlayerClass thisState,
                           IEventAggregator aggregator,
                           IGamePackageResolver container
                           )
 {
     _thisState = thisState;
     Aggregator = aggregator;
     _saveRoot  = container.ReplaceObject <PokerSaveInfo>(); //can't create new one.  because if doing that, then anything that needs it won't have it.
 }
コード例 #6
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 public PersianSolitaireMainGameClass(ISolitaireData solitaireData1,
                                      ISaveSinglePlayerClass thisState,
                                      IEventAggregator aggregator,
                                      IScoreData score
                                      )
     : base(solitaireData1, thisState, aggregator, score)
 {
     _model = (ScoreModel)score;
     aggregator.Subscribe(this);
 }
コード例 #7
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 public ClockSolitaireMainGameClass(ISaveSinglePlayerClass thisState,
                                    IEventAggregator aggregator,
                                    IGamePackageResolver container
                                    )
 {
     _thisState = thisState;
     Aggregator = aggregator;
     SaveRoot   = container.ReplaceObject <ClockSolitaireSaveInfo>(); //can't create new one.  because if doing that, then anything that needs it won't have it.
     SaveRoot.LoadMod(aggregator);
 }
 public SolitaireBoardGameMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator,
                                        ISolitaireBoardEvents solitaireBoard,
                                        IGamePackageResolver mainContainer
                                        )
 {
     _thisState      = thisState;
     Aggregator      = aggregator;
     MainContainer   = mainContainer;
     _solitaireBoard = solitaireBoard;
     _saveRoot       = mainContainer.ReplaceObject <SolitaireBoardGameSaveInfo>(); //i think should be this way for now just in case.
     LoadBoard();
 }
コード例 #9
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 public XPuzzleGameBoardClass(IGamePackageResolver container,
                              XPuzzleSaveInfo saveroot,
                              RandomGenerator random,
                              ISaveSinglePlayerClass saves,
                              IEventAggregator aggregator)
 {
     MainContainer = container;
     _games        = saveroot;
     _rs           = random;
     _thisSave     = saves;
     _aggregator   = aggregator;
     _games.SpaceList.SetContainer(container);
 }
コード例 #10
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        //i may decide to make this abstract.
        //so when its a new game, then the overrided version has to handle deciding on the main view model.

        //this is single player game so its separate from multiplayer anyways.

        //once i get the simple parts to work, then can expand.
        //i don't think single player even have rounds.


        public SinglePlayerShellViewModel(IGamePackageResolver mainContainer,
                                          CommandContainer container,
                                          IGameInfo gameData,
                                          ISaveSinglePlayerClass saves
                                          )
        {
            MainContainer    = mainContainer; //the subscribe part is already done for me too.
            CommandContainer = container;
            GameData         = gameData;
            _saves           = saves;
            DisplayName      = gameData.GameName;
            //for other shells, since we know whether its new game or new round, it can load the proper ui.
            //may need another interface that knows whether its game over or not for cases where its rounds.
        }
コード例 #11
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 public BuncoDiceGameMainGameClass(ISaveSinglePlayerClass thisState,
                                   IEventAggregator aggregator,
                                   IGamePackageResolver container,
                                   RandomGenerator rs,
                                   CommandContainer command,
                                   GlobalClass global
                                   )
 {
     _thisState = thisState;
     Aggregator = aggregator;
     _container = container;
     _rs        = rs;
     _command   = command;
     _global    = global;
     _saveRoot  = container.ReplaceObject <BuncoDiceGameSaveInfo>(); //can't create new one.  because if doing that, then anything that needs it won't have it.
 }
コード例 #12
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        public SolitaireGameClass(ISolitaireData solitaireData1,
                                  ISaveSinglePlayerClass thisState,
                                  IEventAggregator aggregator,
                                  IScoreData score
                                  )                                           //you need the main view model loaded first or will have overflow errors.
        {
            DeckList       = new RegularCardsBasicShuffler <SolitaireCard>(); //i think this should be fine.
            _thisState     = thisState;
            Aggregator     = aggregator;
            _score         = score;
            SaveRoot       = new S(); //i think.
            SolitaireData1 = solitaireData1;
            //can't link then because we don't have the main view model yet.

            //LinkData();
        }
コード例 #13
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 public BuncoDiceGameMainViewModel(IEventAggregator aggregator,
                                   CommandContainer commandContainer,
                                   IGamePackageResolver resolver,
                                   ISaveSinglePlayerClass state,
                                   GlobalClass global
                                   )
 {
     _aggregator = aggregator;
     _aggregator.Subscribe(this);
     CommandContainer = commandContainer;
     _resolver        = resolver;
     _state           = state;
     _global          = global;
     CommandContainer.ManuelFinish = true;
     CommandContainer.IsExecuting  = true;                              //not sure.
     _mainGame = resolver.ReplaceObject <BuncoDiceGameMainGameClass>(); //hopefully this works.  means you have to really rethink.
 }
コード例 #14
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 public GrandfathersClockShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves)
 {
 }
コード例 #15
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 public XPuzzleMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator)
 {
     _thisState = thisState;
     Aggregator = aggregator;
     _saveRoot  = new XPuzzleSaveInfo();
 }
 public BlockElevenSolitaireShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves)
 {
 }
 public BeleaguredCastleShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves)
 {
 }