public Phase10MainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, Phase10VMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <Phase10CardInformation> cardInfo, CommandContainer command, Phase10GameContainer gameContainer) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer) { _model = currentMod; _command = command; _gameContainer = gameContainer; _rummys = new RummyProcesses <EnumColorTypes, EnumColorTypes, Phase10CardInformation>(); }
private readonly Phase10GameContainer _gameContainer; //if not needed, delete. public Phase10MainViewModel(CommandContainer commandContainer, Phase10MainGameClass mainGame, Phase10VMData viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver, Phase10GameContainer gameContainer ) : base(commandContainer, mainGame, viewModel, basicData, test, resolver) { _mainGame = mainGame; _model = viewModel; _gameContainer = gameContainer; _model.Deck1.NeverAutoDisable = true; _model.PlayerHand1.AutoSelect = HandObservable <Phase10CardInformation> .EnumAutoType.SelectAsMany; var player = _mainGame.PlayerList.GetSelf(); mainGame.Aggregator.Subscribe(player); //hopefully this works now. _model.TempSets.Init(this); _model.TempSets.ClearBoard(); //try this too. _model.TempSets.SetClickedAsync += TempSets_SetClickedAsync; _model.MainSets.SetClickedAsync += MainSets_SetClickedAsync; _model.MainSets.SendEnableProcesses(this, () => _gameContainer !.AlreadyDrew); }