Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message) { AccordianSolitaireSaveInfo thisSave = cons !.Resolve <AccordianSolitaireSaveInfo>(); //todo: most of the time needs this. if in a case its not needed, then delete then. return(this.RefreshBindingsAsync(_aggregator)); }
public AccordianSolitaireMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IGamePackageResolver container ) { _thisState = thisState; Aggregator = aggregator; _saveRoot = container.ReplaceObject <AccordianSolitaireSaveInfo>(); //can't create new one. because if doing that, then anything that needs it won't have it. _saveRoot.LoadMod(Aggregator); }
public override async Task OpenSavedGameAsync() { DeckList.OrderedObjects(); //i think _saveRoot = await _thisState.RetrieveSinglePlayerGameAsync <AccordianSolitaireSaveInfo>(); 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. _saveRoot.LoadMod(Aggregator); _board !.ReloadSavedGame(_saveRoot); }