public WeaponStationType CreateWeaponStationType(WeaponStationType.PointType type, string[] Weapons, WeaponFactoryType factoryType)
        {
            var weaponFactory = new ForcesWeaponsFactory();
            var airweapons    = new List <AircraftWeapon>();
            var groundweapons = new List <GroundVehicleWeapon>();
            var seaweapons    = new List <SeaObjectWeapon>();

            var we = new WeaponStationType()
            {
                WeaponsStationType = type
            };

            if (Weapons.Length > 0)
            {
                for (int i = 0; i < Weapons.Length; i++)
                {
                    switch (factoryType)
                    {
                    case WeaponFactoryType.Ground:
                        we.ConfigWeapons.Add(weaponFactory.GetGroundWeaponBy(Weapons[i]));
                        break;

                    case WeaponFactoryType.Air:
                        break;

                    case WeaponFactoryType.Sea:
                        we.ConfigWeapons.Add(weaponFactory.GetSeaWeaponBy(Weapons[i]));
                        break;
                    }
                }
            }
            return(we);
        }
        public SeaObjectWeaponConfig CreateSeaConfigure(string name, float payload, WeaponStationType.PointType type, string[] Weapons)
        {
            var WeaponsStations = CreateWeaponStationType(type, Weapons, WeaponFactoryType.Sea);

            return(new SeaObjectWeaponConfig()
            {
                Name = name,
                MaxWeaponsPayload = payload,
                WeaponsStations = new List <WeaponStationType> {
                    WeaponsStations
                }
            });
        }