public CandylandBoardProcesses GameBoard1; //i think public CandylandMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, CandylandVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, DrawShuffleClass <CandylandCardData, CandylandPlayerItem> shuffle, CandylandBoardProcesses gameBoard1, BasicGameContainer <CandylandPlayerItem, CandylandSaveInfo> gameContainer ) : base(resolver, aggregator, basic, test, model, state, delay, command, gameContainer) { _test = test; _command = command; _shuffle = shuffle; GameBoard1 = gameBoard1; _shuffle.CurrentPlayer = CurrentPlayer; _shuffle.AfterDrawingAsync = AfterDrawingAsync; }
//this is iffy. because there is no afterdraw interface (?) //may be forced to refer to candyland to see how i handled that situation. public SorryMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SorryVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, SorryGameContainer container, DrawShuffleClass <CardInfo, SorryPlayerItem> shuffle, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container) { _model = model; _command = command; _shuffle = shuffle; _gameBoard = gameBoard; _shuffle.AfterDrawingAsync = AfterDrawingAsync; _shuffle.CurrentPlayer = (() => SingleInfo !); _shuffle.AfterFirstShuffle = TestCardOnTop; }