protected virtual void Dispose(bool disposing) { // Check to see if Dispose has already been called. if (!this.disposed) { // If disposing equals true, dispose all managed // and unmanaged resources. if (disposing) { // Dispose managed resources. this._Currency = null; this._CurrentTurn = null; this._DiscardPile = null; this._DrawPile = null; this._Game = null; this._Hand = null; this._MessageRequestQueue = null; this._MessageResponseQueue = null; this._PlayerMats = null; this._SetAside = null; this._Private = null; this._Revealed = null; this._InPlay = null; this._TokenPiles = null; } // Call the appropriate methods to clean up // unmanaged resources here. // If disposing is false, // only the following code is executed. // Note disposing has been done. disposed = true; } }
internal override void End(Player player, Deck deck) { // Add back any set aside cards that are still on this if (_SetAsideCard != null) deck.AddRange(player, new CardCollection() { _SetAsideCard }); if (_SetAsideCardInPlay != null) deck.AddRange(player, new CardCollection() { _SetAsideCardInPlay }); _SetAsideCard = null; _SetAsideCardInPlay = null; if (_TurnStartedEventHandler != null && _TurnStartedPlayer != null) _TurnStartedPlayer.TurnStarted -= _TurnStartedEventHandler; _TurnStartedPlayer = null; _TurnStartedEventHandler = null; }
public DeckCollection(Deck deck) { this.Add(deck); }
public void Add(Deck deck) { _Decks.Add(deck); }
internal override void End(Player player, Deck deck) { // Add back any Haven'ed cards that are still on this deck.AddRange(player, _HavenedCards); _HavenedCards.Clear(); }