//private readonly LittleSpiderSolitaireMainViewModel _thisMod; public CustomMain(IScoreData score, CommandContainer command, IGamePackageResolver resolver, IEventAggregator aggregator) : base(score, command, resolver, aggregator) { //_thisMod = GlobalClass.MainModel!; }
public MarthaSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { }
public void Save(string fileName, IScoreData newRecord) { string jsonDataString = JsonUtility.ToJson(newRecord, true); string path = Path.Combine(Application.persistentDataPath, fileName); File.WriteAllText(path, jsonDataString); }
public MainPilesCP(IScoreData thisMod, CommandContainer command, IGamePackageResolver resolver, IEventAggregator aggregator) { _score = thisMod; DeckContents = resolver.Resolve <IRegularDeckInfo>(); //this is even better. Piles = new BasicMultiplePilesCP <SolitaireCard>(command, aggregator); //Piles.Visible = true; Piles.PileClickedAsync += Piles_PileClickedAsync; }
public GrandfathersClockMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { }
public BlockElevenSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { _score = score; }
public PersianSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { _model = (ScoreModel)score; aggregator.Subscribe(this); }
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(); }
private void StartGameOver() { Pause.StopTime(); _gameOverMenu.ShowMenu(); IScoreData recordData = _recordSaver.Load(_saveFileName); IScoreData scoreData = _scoreModel.Score; if (scoreData.Score > recordData.Score) { _recordSaver.Save(_saveFileName, scoreData); _gameOverMenu.ChangeScore(scoreData.Score, true); } else { _gameOverMenu.ChangeScore(scoreData.Score, false); } }
public CustomMain(IScoreData thisMod, CommandContainer command, IGamePackageResolver resolver, IEventAggregator aggregator) : base(thisMod, command, resolver, aggregator) { _thisMod = thisMod; }
void Start() { scoreData = GameObject.FindGameObjectWithTag("Controller").GetComponent <IScoreData>(); weaponData = GameObject.FindGameObjectWithTag("Controller").GetComponent <IWeaponData>(); GameController.OnGameOver += Init; }
public CustomMain(IScoreData score, CommandContainer command, IEventAggregator aggregator) : base(command, aggregator) { _score = score; }