internal EquipmentsGroupByLevel(EquipmentGroupingKey rpKey, IEnumerable<Equipment> rpEquipments) { Key = rpKey; r_Fleets = new Dictionary<int, EquipmentsGroupByFleet>(5); Count = RemainingCount = rpEquipments.Count(); }
internal EquipmentGroupByLevel(EquipmentGroupByMasterID rpOwner, EquipmentGroupingKey rpKey, IEnumerable<Equipment> rpEquipment) { r_Owner = rpOwner; Key = rpKey; r_Fleets = new ListDictionary<int, EquipmentGroupByFleet>(); Count = rpEquipment.Count(); var rUnequipedEquipment = KanColleGame.Current.Port.UnequippedEquipment[r_Owner.Info.Type]; if (rUnequipedEquipment == null) RemainingCount = 0; else RemainingCount = rUnequipedEquipment.Count(r => r.Info == r_Owner.Info && r.Level == Key.Level && r.Proficiency == Key.Proficiency); }
internal void Update(Ship rpShip, EquipmentGroupingKey rpLevel) => r_LevelMap[rpLevel].Update(rpShip);