protected virtual UpdateShipList.ShipInfo InfoFromShip(PlayerShip ship) { UpdateShipList.ShipInfo info = InfoFromTempalte(ship.LinkedShip.ShipInfo); info.Spawned = true; info.ID = ship.LinkedShip.GUID; info.Protected = ship.Locked; // TODO, setup the station and crew info about the ship return(info); }
protected virtual UpdateShipList.ShipInfo InfoFromTempalte(ShipTemplate template) { UpdateShipList.ShipInfo info = new UpdateShipList.ShipInfo(); info.Spawned = false; info.CrewCount = 0; info.ID = template.ID * -1; info.Name = template.DisplayName; info.TypeName = template.ClassName + " " + template.SubClassName; info.ModelName = template.ModelName; info.IconImage = template.IconImage; info.Protected = false; info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.ImpulseSpeed, template.ImpulseSpeed.ToString())); info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.ImpulseAcceleration, template.ImpulseAcceleration.ToString())); info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.ManuverSpeed, template.TurnSpeed.ToString())); info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.CombatBoost, template.CombatManuverBoostSpeed.ToString() + "/" + template.CombatManuverStrafeSpeed.ToString())); info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.FTLType, ShipInfoStrings.FTLTypes.Split(",".ToCharArray())[(int)template.DriveType])); info.Stats.Add(new Tuple <string, string>(ShipInfoStrings.FuelCapcity, template.FuelCapacity.ToString())); return(info); }
internal JoinGameMenu() : base() { DefaultShipInfo = new UpdateShipList.ShipInfo(); DefaultShipInfo.Name = MenuRes.DefaultShipSelection; DefaultShipInfo.TypeName = MenuRes.DefaultShipTypeLabel; }