void HandleDisprovingSuggestionEvent(object sender, EventArgs m) { EventArgStructures.SuggestionIncomming suggestionData = (EventArgStructures.SuggestionIncomming)m; MessageBoxResult result = MessageBox.Show(suggestionData.suggester + "Has accused " + suggestionData.p + " of killing the victim using the " + suggestionData.w + " in the " + suggestionData.r + ". Can you disprove this?", "Suggestion Received", MessageBoxButton.YesNo); //If the user says they can disprove the suggestion, enable the disprove button and combobox //Added a call to tell the client to stop what it's doing until it receives the disprove info //May not be the best idea, but I'm open to suggestions if (result == MessageBoxResult.Yes) { client.WaitForDisproveInfo(); DisproveEnabled = true; RaisePropertyChangedEvent("DisproveEnabled"); } else { DisproveEnabled = false; RaisePropertyChangedEvent("DisproveEnabled"); } }
//Send an event to the UI in order to ask player to disprove suggestion //The real client should have data coming in from the server that it populates this event with public void DisproveSuggestion() { var args = new EventArgStructures.SuggestionIncomming(Board_Controller.Person.Peacock, Board_Controller.Person.White, Board_Controller.Room.Study, Board_Controller.Weapon.Knife); SuggestionEvent(this, args); }