private void ClearList() { _sectorObjects.Clear(); _levelObjects.Clear(); CurrentList.Clear(); PreviousList.Clear(); }
private void UpdatePlayerPosition() { //TODO: this needs to be more global if (!IsActive) { return; } var playPos = Player.Tr.position.WorldToGenericGrid(_sectorSize); if (playPos == _playerPosition) { return; } _playerPosition = playPos; _currentIndex = _currentIndex == 0 ? 1 : 0; CurrentList.Clear(); CurrentList.Add(_playerPosition); for (int i = 0; i < DirectionsExtensions.DiagonalLength; i++) { var pos = _playerPosition + ((DirectionsEight)i).ToP3(); CurrentList.Add(pos); } SetList(true); SetList(false); }
public async Task ExecuteLoadItemsCommand() { IsBusy = true; try { var list1 = await _canteenService.GetMenuOrderListCurrentAsync(); var list2 = await _canteenService.GetMenuOrderListNextAsync(); CurrentList.Clear(); CurrentList.Add(new MenuOrderList { WeekList = new ObservableCollection <MenuOrder>(list1) }); CurrentList.Add(new MenuOrderList { WeekList = new ObservableCollection <MenuOrder>(list2) }); CurrentList.Add(new MenuOrderList { WeekList = null }); } catch (Exception ex) { Debug.WriteLine(ex); } finally { IsBusy = false; } }
public void Clear() { CurrentList.Clear(); Pending.Clear(); }
public void Swap() { CurrentList.Clear(); CurrentList.AddRange(Pending); }
public virtual void Clear() { CurrentList.Clear(); PreviousList.Clear(); }
public void Advance() { _currentIndex = _currentIndex == 0 ? 1 : 0; CurrentList.Clear(); }