コード例 #1
0
 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 #2
0
        public override async Task OpenSavedGameAsync()
        {
            DeckList.OrderedObjects(); //i think
            _saveRoot = await _thisState.RetrieveSinglePlayerGameAsync <PokerSaveInfo>();

            if (_saveRoot.DeckList.Count > 0)
            {
                var newList = _saveRoot.DeckList.GetNewObjectListFromDeckList(DeckList);
                DeckPile !.OriginalList(newList);
                //not sure if we need this or not (?)
                //DeckPile.Visible = true;
            }
            //anything else that is needed to open the saved game will be here.
        }