public RageCardGameMainGameClass(IGamePackageResolver mainContainer, IEventAggregator aggregator, BasicData basicData, TestOptions test, RageCardGameVMData currentMod, IMultiplayerSaveState state, IAsyncDelayer delay, ICardInfo <RageCardGameCardInformation> cardInfo, CommandContainer command, RageCardGameGameContainer gameContainer, ITrickData trickData, ITrickPlay trickPlay, IAdvancedTrickProcesses aTrick, IColorProcesses colorProcesses, IBidProcesses bidProcesses, RageDelgates delgates ) : base(mainContainer, aggregator, basicData, test, currentMod, state, delay, cardInfo, command, gameContainer, trickData, trickPlay) { _model = currentMod; _command = command; _gameContainer = gameContainer; _aTrick = aTrick; _colorProcesses = colorProcesses; _bidProcesses = bidProcesses; _delgates = delgates; delgates.CardsToPassOut = (() => SaveRoot.CardsToPassOut); }
//private readonly IColorProcesses _processes; //can't do model this time because of overflows. //looks like this can't even access the color processes either. public SpecificTrickAreaObservable(RageCardGameGameContainer gameContainer, RageDelgates delgates ) : base(gameContainer) { _gameContainer = gameContainer; //_processes = processes; _delgates = delgates; }
public ColorProcesses(RageCardGameGameContainer gameContainer, RageCardGameVMData model, RageDelgates delgates) { _gameContainer = gameContainer; _model = model; _delgates = delgates; _gameContainer.ColorChosenAsync = ColorChosenAsync; _gameContainer.ShowLeadColor = ShowLeadColor; _gameContainer.ChooseColorAsync = ChooseColorAsync; }
public BidProcesses(RageCardGameGameContainer gameContainer, RageCardGameVMData model, RageDelgates delgates) { _gameContainer = gameContainer; _model = model; _delgates = delgates; }