public async Task ClearBoardAsync() { if (await _thisState.CanOpenSavedSinglePlayerGameAsync() == false) { foreach (var ThisSpace in _saveRoot.SpaceList) { if (ThisSpace.Vector.Row == 4 && ThisSpace.Vector.Column == 4) { ThisSpace.HasImage = false; } else { ThisSpace.HasImage = true; } ThisSpace.ClearSpace(); } PreviousSpace = new GameSpace(); } else { _saveRoot = await _thisState.RetrieveSinglePlayerGameAsync <SolitaireBoardGameSaveInfo>(); MainContainer.ReplaceObject(_saveRoot); //hopefully no need to replacesavedgame (?) //ThisE.ReplaceSavedGame(); } await Aggregator.SendLoadAsync(); }
Task IHandleAsync <LoadEventModel> .HandleAsync(LoadEventModel message) { SolitaireBoardGameSaveInfo thisSave = cons !.Resolve <SolitaireBoardGameSaveInfo>(); _board !.CreateControls(thisSave.SpaceList); return(this.RefreshBindingsAsync(_aggregator)); }
public SolitaireBoardGameMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, ISolitaireBoardEvents solitaireBoard, IGamePackageResolver mainContainer ) { _thisState = thisState; Aggregator = aggregator; MainContainer = mainContainer; _solitaireBoard = solitaireBoard; _saveRoot = mainContainer.ReplaceObject <SolitaireBoardGameSaveInfo>(); //i think should be this way for now just in case. LoadBoard(); }