/// <summary>
 /// Initializes a new instance of the <see cref="ShieldGenerator"/> class.
 /// </summary>
 /// <param name="stat">The stat.</param>
 /// <param name="name">The optional unique name for this equipment. If not provided, the name embedded in the stat will be used.</param>
 public ShieldGenerator(ShieldGeneratorStat stat, string name = null)
     : base(stat, name) {
     _gameTime = GameTime.Instance;
     CurrentCharge = Constants.ZeroF;
 }
 private IList<ShieldGeneratorStat> __CreateAvailableShieldGeneratorStats(int quantity) {
     IList<ShieldGeneratorStat> statsList = new List<ShieldGeneratorStat>(quantity);
     for (int i = 0; i < quantity; i++) {
         RangeCategory rangeCat = RangeCategory.Short;
         string name = "Deflector Generator";
         float maxCharge = 20F;
         float trickleChargeRate = 1F;
         float reloadPeriod = 20F;
         DamageStrength damageMitigation = default(DamageStrength);  // none for now
         var generatorStat = new ShieldGeneratorStat(name, AtlasID.MyGui, TempGameValues.AnImageFilename, "Description...", 0F, 1F, 0F, 0F,
             rangeCat, maxCharge, trickleChargeRate, reloadPeriod, damageMitigation);
         statsList.Add(generatorStat);
     }
     return statsList;
 }