public FleetCtxControl_AI(FleetCmdItem fleetCmd)
     : base(fleetCmd.gameObject, uniqueSubmenusReqd: Constants.Zero, menuPosition: MenuPositionMode.Over) {
     _fleetMenuOperator = fleetCmd;
 }
 protected override bool TryIsSelectedItemUserRemoteFleet(ISelectable selected, out FleetCmdItem selectedFleet) {
     selectedFleet = selected as FleetCmdItem;
     return selectedFleet != null && selectedFleet.IsUserOwned;
 }
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 protected override void MakeCommand(Player owner) {
     FleetCmdCameraStat cameraStat = MakeCmdCameraStat(TempGameValues.ShipMaxRadius);
     _command = _factory.MakeFleetCmdInstance(owner, cameraStat, Configuration.CmdDesignName, gameObject);
 }
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 /// <summary>
 /// Called when this menu is right clicked while an Item is selected, returns <c>true</c> if the Item selected is a user-owned, remote fleet.
 /// Default implementation is to return false. Derived classes should override this behaviour to enable the type of access their menu supports.
 /// </summary>
 /// <param name="selected">The Item currently selected.</param>
 /// <param name="selectedFleet">The user-owned, selected fleet, if any.</param>
 /// <returns></returns>
 protected virtual bool TryIsSelectedItemUserRemoteFleet(ISelectable selected, out FleetCmdItem selectedFleet) {
     selectedFleet = null;
     return false;
 }
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        //private IList<IDisposable> _subscriptions;

        internal FleetNavigator(FleetCmdItem fleet, Seeker seeker) {
            ApCourse = new List<IFleetNavigable>();
            _gameTime = GameTime.Instance;
            _gameMgr = GameManager.Instance;
            _jobMgr = JobManager.Instance;
            _fleet = fleet;
            _fleetData = fleet.Data;
            _seeker = InitializeSeeker(seeker);
            Subscribe();
        }
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 private void TransferShip(ShipItem ship, FleetCmdItem fleetToJoin) {
     // UNCLEAR does this ship need to be in ShipState.None while these changes take place?
     RemoveElement(ship);
     ship.IsHQ = false; // Needed - RemoveElement never changes HQ Element as the TransferCmd is dead as soon as ship removed
     fleetToJoin.AddElement(ship);
 }
 protected override void MakeCommand(Player owner) {
     FleetCmdCameraStat cameraStat = MakeCmdCameraStat(TempGameValues.ShipMaxRadius);
     if (IsCompositionPreset) {
         _command = gameObject.GetSingleComponentInChildren<FleetCmdItem>();
         _factory.PopulateInstance(owner, cameraStat, Configuration.CmdDesignName, ref _command);
     }
     else {
         _command = _factory.MakeFleetCmdInstance(owner, cameraStat, Configuration.CmdDesignName, gameObject);
     }
 }