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. }
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. }