private void OnResetButtonClicked(object sender, RoutedEventArgs e) { IntroText.Text = m_initialText; MainGrid.AllowDrop = true; PostExportButton.Visibility = Visibility.Hidden; ResetButton.Visibility = Visibility.Hidden; GameStructure.Dispose(); }
private void OnResetButtonClicked(object sender, RoutedEventArgs e) { //Fileview.Clear(); IntroText.Text = m_initialIntroText; StatusText.Content = m_initialStatusText; MainGrid.AllowDrop = true; PostExportButton.Visibility = Visibility.Hidden; ResetButton.Visibility = Visibility.Hidden; //OutputView.Clear(); m_processingFiles = null; GameStructure.Dispose(); }
/** * joins 2 same type Structures * replaces all another's structures id with current structure id * joins tile and meeple list * disposes of 2nd structure * * may be overriden in derived classes * eg: Monastery(does not exist), City (has to add shields too) */ public virtual void JoinStructures(GameStructure another) { if (!this.CanJoin(another)) { return; } //TODO: de vazut ca teoretic trebuie o lista de structuri in joc, cand se creaza o noua structura se adauga in lista respectiva, cand se face join se scoate o structura din lista respectiva if (this.StructureType != another.StructureType) { throw new Exception("Structures are not same type"); } if (this.StructureId == another.StructureId) { throw new Exception("Nu ar trebuii sa faci join cu tine insuti"); } another.ReplaceStructureId(this.StructureId); this.ComponentTiles.AddRange(another.ComponentTiles); this.MeepleList.AddRange(another.MeepleList); another.Dispose(); }