Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message) { GamePackageViewModelBinder.ManuelElements.Clear(); //often times i have to add manually. SnagCardGameSaveInfo save = cons !.Resolve <SnagCardGameSaveInfo>(); //usually needs this part for multiplayer games. _score !.LoadLists(save.PlayerList); _playerHandWPF !.LoadList(_model.PlayerHand1 !, ts.TagUsed); // i think _trick1 !.Init(_model.TrickArea1 !, _model.TrickArea1, ts.TagUsed); _bar1 !.LoadList(_model.Bar1 !, ts.TagUsed); _human1 !.LoadList(_model.Human1 !, ts.TagUsed); _opponent1 !.LoadList(_model.Opponent1 !, ts.TagUsed); return(this.RefreshBindingsAsync(_aggregator)); }
Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message) { GamePackageViewModelBinder.ManuelElements.Clear(); //often times i have to add manually. SnagCardGameSaveInfo save = cons !.Resolve <SnagCardGameSaveInfo>(); //usually needs this part for multiplayer games. _score !.LoadLists(save.PlayerList); _playerHandWPF !.LoadList(_model.PlayerHand1 !, ts.TagUsed); // i think _discardGPile !.Init(_model.Pile1 !, ts.TagUsed); // may have to be here (well see) _discardGPile.StartListeningDiscardPile(); // its the main one. _deckGPile !.Init(_model.Deck1 !, ts.TagUsed); // try here. may have to do something else as well (?) _deckGPile.StartListeningMainDeck(); _trick1 !.Init(_model.TrickArea1 !, _model.TrickArea1, ts.TagUsed); _bar1 !.LoadList(_model.Bar1 !, ts.TagUsed); _human1 !.LoadList(_model.Human1 !, ts.TagUsed); _opponent1 !.LoadList(_model.Opponent1 !, ts.TagUsed); return(this.RefreshBindingsAsync(_aggregator)); }