public async Task AddToSetAsync(int whatSet, int deck, int position) { RummySet thisSet = _model !.MainSets1 !.GetIndividualSet(whatSet); SingleInfo !.MainHandList.RemoveObjectByDeck(deck); RegularRummyCard thisCard = _gameContainer.DeckList !.GetSpecificItem(deck); thisSet.AddCard(thisCard, position); UpdatePoints(); await ContinueTurnAsync(); }
public override Task FinishGetSavedAsync() { LoadControls(); _model !.MainSets1 !.ClearBoard(); //i think because its all gone. int x = SaveRoot !.SetList.Count; //the first time, actually load manually. x.Times(items => { RummySet thisSet = new RummySet(_gameContainer); _model.MainSets1.CreateNewSet(thisSet); }); _model.MainSets1.LoadSets(SaveRoot.SetList); _model.DiscardList1 !.HandList.ReplaceRange(SaveRoot.DiscardList); return(base.FinishGetSavedAsync()); }