public void Setup()
 {
     _target                = new _ClassWithSomeProperties();
     _nullableProperty      = new TrackingNullableProperty <string>(_target);
     _initiallyNullProperty = new TrackingOnlyInitiallyNullProperty <string>(_target);
     _nonNullableProperty   = new TrackingNonNullProperty <string>(TheNonNullPropertyValue, _target);
 }
 public void Setup()
 {
     _target = new _ClassWithSomeProperties();
     _nullableProperty = new TrackingNullableProperty<string>(_target);
     _initiallyNullProperty = new TrackingOnlyInitiallyNullProperty<string>(_target);
     _nonNullableProperty = new TrackingNonNullProperty<string>(TheNonNullPropertyValue, _target);
 }
コード例 #3
0
 public AllGameSystemsViewModel([NotNull] params GameSystem[] gameSystems)
 {
     _allGameSystems = gameSystems;
     _characterOpener = new CharacterFileInteraction(_allGameSystems, true, _HaveGameSystemLoadChar);
     _createNewCharacter = new CharacterFileInteraction(_allGameSystems.Where(g => !g.IsReadOnly), false, _HaveGameSystemCreateChar);
     _currentCharacter = new TrackingNullableProperty<Character>(this,
         () => Character, () => IsValid, () => CharFileName);
     OpenCharCommand = new SimpleCommand(Always.Enabled, SwitchCharacter);
     CreateCharCommand = new SimpleCommand(_HasAtLeastOneWritableGameSystem, CreateNewCharacter);
 }
コード例 #4
0
 public AllGameSystemsViewModel([NotNull] params GameSystem[] gameSystems)
 {
     _allGameSystems     = gameSystems;
     _characterOpener    = new CharacterFileInteraction(_allGameSystems, true, _HaveGameSystemLoadChar);
     _createNewCharacter = new CharacterFileInteraction(_allGameSystems.Where(g => !g.IsReadOnly), false, _HaveGameSystemCreateChar);
     _currentCharacter   = new TrackingNullableProperty <Character>(this,
                                                                    () => Character, () => IsValid, () => CharFileName);
     OpenCharCommand   = new SimpleCommand(Always.Enabled, SwitchCharacter);
     CreateCharCommand = new SimpleCommand(_HasAtLeastOneWritableGameSystem, CreateNewCharacter);
 }