/// <summary> /// Функция обновления содержимого UnitPresenter, /// использует содержимое Features.cs, tm.cs /// </summary> internal void Update() { Position.Update(); if (original.UnitType == GameEngine.Characters.UnitType.Infantry) { UnitType = "Пехота"; } else if (original.UnitType == GameEngine.Characters.UnitType.Armor) { UnitType = "Танковые войска"; } else if (original.UnitType == GameEngine.Characters.UnitType.Engineers) { UnitType = "Инженерные войска"; } else if (original.UnitType == GameEngine.Characters.UnitType.Artillery) { UnitType = "Артиллерия"; } else if (original.UnitType == GameEngine.Characters.UnitType.AirForce) { UnitType = "Авиация"; } else if (original.UnitType == GameEngine.Characters.UnitType.Cavalry) { UnitType = "Кавалерия"; } else if (original.UnitType == GameEngine.Characters.UnitType.Navy) { UnitType = "Флот"; } if (original.AuthorizedStrength != 0) { PercentageAliveAndAmmo = ((int)((double)original.Properties.AllCount() / original.AuthorizedStrength * 100)).ToString() + "%/" + ((int)((double)original.Properties.AmunitionCount() / original.AuthorizedAmmo * 100)).ToString() + "%"; } else { PercentageAliveAndAmmo = ""; } //original AllPersonnel = original.Properties.AllCount(); ActivePersonnel = original.Properties.ActiveCount(); WeaponsCount = original.Properties.HeavyWeaponCount(); Speed = (original.Properties.CurSpeed * 10).ToString() + " км/ч"; CaliberCount = GetCaliberCount(); DefendCaliber = GetCaliberDefend(); Ammo = original.Properties.AmunitionCount(); IsMyUnit = original.Side.TeamNumber == Game.PlayerTeam; //Передача данных для отображения действия if (original.CurrentAction != null && original.CurrentAction is MoveAction) { CurrentAction = new OrderPresenter(original.CurrentAction, original.Position); } }
/// <summary> /// Функция обновления содержимого UnitPresenter, /// использует содержимое Features.cs, tm.cs /// </summary> internal void Update() { Position.Update(); if (original.UnitType == GameEngine.Characters.UnitType.Infantry) UnitType = "Пехота"; else if (original.UnitType == GameEngine.Characters.UnitType.Armor) UnitType = "Танковые войска"; else if (original.UnitType == GameEngine.Characters.UnitType.Engineers) UnitType = "Инженерные войска"; else if (original.UnitType == GameEngine.Characters.UnitType.Artillery) UnitType = "Артиллерия"; else if (original.UnitType == GameEngine.Characters.UnitType.AirForce) UnitType = "Авиация"; else if (original.UnitType == GameEngine.Characters.UnitType.Cavalry) UnitType = "Кавалерия"; else if (original.UnitType == GameEngine.Characters.UnitType.Navy) UnitType = "Флот"; if (original.AuthorizedStrength != 0) PercentageAliveAndAmmo = ((int)((double)original.Properties.AllCount() / original.AuthorizedStrength * 100)).ToString() + "%/" + ((int)((double)original.Properties.AmunitionCount() / original.AuthorizedAmmo * 100)).ToString() + "%"; else PercentageAliveAndAmmo = ""; //original AllPersonnel=original.Properties.AllCount(); ActivePersonnel = original.Properties.ActiveCount(); WeaponsCount = original.Properties.HeavyWeaponCount(); Speed = (original.Properties.CurSpeed * 10).ToString() + " км/ч"; CaliberCount = GetCaliberCount(); DefendCaliber = GetCaliberDefend(); Ammo = original.Properties.AmunitionCount(); IsMyUnit = original.Side.TeamNumber == Game.PlayerTeam; //Передача данных для отображения действия if (original.CurrentAction != null && original.CurrentAction is MoveAction) CurrentAction = new OrderPresenter(original.CurrentAction, original.Position); }