public BasicGameCommand(IBasicEnableProcess model, MethodInfo execute, PropertyInfo?canExecute, CommandContainer container) { CommandContainer = container; _model = model; _execute = execute; _canExecutep = canExecute; if (_canExecutep != null) { _functionName = _canExecutep.Name; } HookUpNotifiers(); }
public BasicGameCommand(IBasicEnableProcess model, MethodInfo execute, MethodInfo canExecuteM, CommandContainer container) { CommandContainer = container; _model = model; _execute = execute; _canExecuteM = canExecuteM; if (_canExecuteM != null) { _functionName = canExecuteM.Name; } HookUpNotifiers(); }
public override void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun) { base.SendEnableProcesses(nets, fun); SetList.ForEach(x => x.SendEnableProcesses(nets, fun)); }
public LimitedGameCommand(IBasicEnableProcess model, MethodInfo execute, MethodInfo canExecuteM, CommandContainer container) : base(model, execute, canExecuteM, container) { BusyCategory = EnumCommandBusyCategory.Limited; }
private Func <bool>?_customFunction; // i think this will have no parameters for this one. public void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun) { _networkProcess = nets; _customFunction = fun; }
public virtual void SendEnableProcesses(IBasicEnableProcess nets, Func <bool> fun) { SendFunction(fun); _useSpecial = true; _networkProcess = nets; }