private EntityRulesViewModel(string name, IEnumerable <EffectViewModelBase> preBattleEffects, IEnumerable <EffectViewModelBase> postBattleEffects, IEnumerable <EffectViewModelBase> preTurnEffects, IEnumerable <EffectViewModelBase> postTurnEffects, ConditionViewModelBase eliminationCondition, IEnumerable <ActionViewModel> actions, IEnumerable <ResultViewModel> results, ActionMatrixViewModel actionMatrix, StringLookupViewModel stringLookup) { m_name = name; m_eliminationCondition = eliminationCondition; m_selectedRule = new TreeNodeViewModel <LabeledViewModelBase>("", Enumerable.Empty <LabeledViewModelBase>()); m_preBattleEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PreBattleEffectsNodeLabel, preBattleEffects); m_postBattleEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PostBattleEffectsNodeLabel, postBattleEffects); m_preTurnEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PreTurnEffectsNodeLabel, preTurnEffects); m_postTurnEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PostTurnEffectsNodeLabel, postTurnEffects); m_actionsNode = new TreeNodeViewModel <ActionViewModel>(OurResources.ActionsNodeLabel, actions); m_resultsNode = new TreeNodeViewModel <ResultViewModel>(OurResources.ResultsNodeLabel, results); Rules = new List <TreeNodeViewModelBase> { m_preBattleEffectsNode, m_preTurnEffectsNode, m_postTurnEffectsNode, m_postBattleEffectsNode, m_actionsNode, m_resultsNode, }; ActionMatrix = actionMatrix; StringLookup = stringLookup; }
private GameRulesViewModel(IEnumerable <EffectViewModelBase> preBattleEffects, IEnumerable <EffectViewModelBase> postBattleEffects, IEnumerable <EffectViewModelBase> postTurnEffects, IEnumerable <EffectViewModelBase> preResultEffects, IEnumerable <EffectViewModelBase> postResultEffects, ConditionViewModelBase eliminationCondition) { m_eliminationCondition = eliminationCondition; m_selectedEffect = new TreeNodeViewModel <EffectViewModelBase>("", Enumerable.Empty <EffectViewModelBase>()); m_preBattleEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PreBattleEffectsNodeLabel, preBattleEffects); m_preResultEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PreResultEffectsNodeLabel, preResultEffects); m_postResultEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PostResultEffectsNodelLabel, postResultEffects); m_postTurnEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PostTurnEffectsNodeLabel, postTurnEffects); m_postBattleEffectsNode = new TreeNodeViewModel <EffectViewModelBase>(OurResources.PostBattleEffectsNodeLabel, postBattleEffects); Effects = new List <TreeNodeViewModelBase> { m_preBattleEffectsNode, m_preResultEffectsNode, m_postResultEffectsNode, m_postTurnEffectsNode, m_postBattleEffectsNode, }; }