public string GetUnitSubTypeName(GameConstants.UnitSubType unitSubType) { switch (unitSubType) { case GameConstants.UnitSubType.AircraftCarrier: return("Aircraft carrier"); case GameConstants.UnitSubType.SurfaceShipCombattant: return("Surface combattant"); case GameConstants.UnitSubType.SurfaceShipSupport: return("Surface support"); case GameConstants.UnitSubType.LittoralPatrol: return("Littoral patrol"); case GameConstants.UnitSubType.FixedWingFighter: return("Fighter"); case GameConstants.UnitSubType.FixedWingStrike: return("Strike"); case GameConstants.UnitSubType.FixedWingSupport: return("Support air"); case GameConstants.UnitSubType.HelicopterAsw: return("ASW Helo"); case GameConstants.UnitSubType.HelicopterStrike: return("Strike Helo"); case GameConstants.UnitSubType.HelicopterOther: return("Support Helo"); case GameConstants.UnitSubType.Submarine: return("Sub"); case GameConstants.UnitSubType.Missile: return("Missile"); case GameConstants.UnitSubType.Torpedo: return("Torpedo"); case GameConstants.UnitSubType.LandAirport: return("Airport"); case GameConstants.UnitSubType.LandSeaport: return("Seaport"); case GameConstants.UnitSubType.LandOther: return("Land installation"); case GameConstants.UnitSubType.Other: return("Other"); default: return("Undefined"); } }
public Dictionary <GameConstants.UnitSubType, int> GetUnitTypeBreakdown() { var list = new Dictionary <GameConstants.UnitSubType, int>(); foreach (var unit in _units) { GameConstants.UnitSubType subType = unit.GetUnitSubType(); if (!list.ContainsKey(subType)) { list.Add(subType, 1); } else { var entry = list.First(u => u.Key == subType); int value = entry.Value; value++; list.Remove(subType); list.Add(subType, value); } } return(list); }