public void GetArchiveDirTree() { ProviderProductCollectionDataAccess.SaveAllProviderProducts(Settings.ArchiveAssetFolder, false, true); GameAssets.ProviderProductList = ProviderProductCollectionDataAccess.ReadAllProviderProductsFromDatabase(); GameAssets.FilteredProviderProductList = new BindableCollection <ProviderProductModel>( ProviderProductCollectionDataAccess.ApplyProductsFilter(GameAssets.ProviderProductList, GameAssets.ProviderProductFilter)); AssetCollectionDataAccess.SaveAllUnpackedAssets(Settings.ArchiveAssetFolder, false, true); AssetCollectionDataAccess.SaveAllPackedAssets(Settings.ArchiveAssetFolder, false, true); GameAssets.BluePrintList = AssetCollectionDataAccess.ReadAllAssetsFromDatabase(); GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>( AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList, GameAssets.BluePrintFilter)); NotifyOfPropertyChange(() => GameAssets); }
protected override void OnViewLoaded(object view) { base.OnViewLoaded(view); // ProviderProduct initialization GameAssets.ProviderProductFilter = new ProviderProductFilterModel(); CopyToArchiveCommand = new RelayCommand <object>(CopyToArchive, CanCopy); CopyToGameCommand = new RelayCommand <object>(CopyToGame, CanCopy); GameAssets.ProviderProductList = ProviderProductCollectionDataAccess.ReadAllProviderProductsFromDatabase(); GameAssets.FilteredProviderProductList = new BindableCollection <ProviderProductModel>( ProviderProductCollectionDataAccess.ApplyProductsFilter(GameAssets.ProviderProductList, GameAssets.ProviderProductFilter)); // BluePrint initialization GameAssets.BluePrintFilter = new BluePrintFilterModel(); GameAssets.BluePrintList = AssetCollectionDataAccess.ReadAllAssetsFromDatabase(); GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>( AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList, GameAssets.BluePrintFilter)); }
public void SetGameAssetsFilter() { GameAssets.FilteredBluePrintList = new BindableCollection <FlatAssetModel>(AssetCollectionDataAccess.ApplyAssetsFilter(GameAssets.BluePrintList, GameAssets.BluePrintFilter)); // Fore some reason, no notification is generated if this changes, so do it manually in this case NotifyOfPropertyChange(() => GameAssets); }