public void Initialize(IWeaponSelectionModel weaponSelectionModel) { _weaponSelectionModel = weaponSelectionModel; OnPropertyChanged(Properties.IsMissile); OnPropertyChanged(Properties.IsWeaponSelected); SelectedCoilgunType = CoilgunTypes.FirstOrDefault(); SelectedMissileType = MissileTypes.FirstOrDefault(); }
public void Initialize(IWeaponSelectionModel weaponSelectionModel) { _weaponSelectionModel = weaponSelectionModel; OnPropertyChanged(Properties.IsMissile); OnPropertyChanged(Properties.IsWeaponSelected); SelectedCoilgunType = CoilgunTypes.FirstOrDefault(); SelectedMissileType = MissileTypes.FirstOrDefault(); }
public LaunchBoardModel(IUnitModel launchingUnit, IUnitModel targetUnit, ICurrentTurnModel currentTurn) { if (launchingUnit == null) { throw new ArgumentNullException("launchingUnit"); } if (targetUnit == null) { throw new ArgumentNullException("targetUnit"); } _avidCalculator = ServiceFactory.Library.AvidCalculator; _hexGridCalculator = ServiceFactory.Library.HexGridCalculator; _hexVectorUtility = ServiceFactory.Library.HexVectorUtility; _firingSolutionCalculator = ServiceFactory.Library.FiringSolutionCalculator; _shellstarBuilder = ServiceFactory.Library.ShellstarBuilder; _weaponSelectionModel = new WeaponSelectionModel(); _launchingUnit = launchingUnit; _targetUnit = targetUnit; _currentTurn = currentTurn; }
public LaunchBoardModel(IUnitModel launchingUnit, IUnitModel targetUnit, ICurrentTurnModel currentTurn) { if (launchingUnit == null) { throw new ArgumentNullException("launchingUnit"); } if (targetUnit == null) { throw new ArgumentNullException("targetUnit"); } _avidCalculator = ServiceFactory.Library.AvidCalculator; _hexGridCalculator = ServiceFactory.Library.HexGridCalculator; _hexVectorUtility = ServiceFactory.Library.HexVectorUtility; _firingSolutionCalculator = ServiceFactory.Library.FiringSolutionCalculator; _shellstarBuilder = ServiceFactory.Library.ShellstarBuilder; _weaponSelectionModel = new WeaponSelectionModel(); _launchingUnit = launchingUnit; _targetUnit = targetUnit; _currentTurn = currentTurn; }