Exemple #1
0
 public ShipPowerup(ShipId shipId, IReadOnlyCollection <ShipId> consumedShipIds, bool isSuccess, RawShip updatedTo)
 {
     ShipId          = shipId;
     ConsumedShipIds = consumedShipIds;
     IsSuccess       = isSuccess;
     UpdatedTo       = updatedTo;
 }
Exemple #2
0
 public ShipPowerup(ShipId shipId, IReadOnlyCollection <ShipId> consumedShipIds, bool isSuccess, RawShip updatedTo, bool dismantleEquipments)
 {
     ShipId              = shipId;
     ConsumedShipIds     = consumedShipIds;
     IsSuccess           = isSuccess;
     UpdatedTo           = updatedTo;
     DismantleEquipments = dismantleEquipments;
 }
        internal void Update(ShipInfo rpInfo, RawShip rpData)
        {
            FirepowerBase.Update(rpInfo.FirepowerMinimum, rpInfo.FirepowerMaximum, rpData.ModernizedStatus[0]);
            TorpedoBase.Update(rpInfo.TorpedoMinimum, rpInfo.TorpedoMaximum, rpData.ModernizedStatus[1]);
            AABase.Update(rpInfo.AAMinimum, rpInfo.AAMaximum, rpData.ModernizedStatus[2]);
            ArmorBase.Update(rpInfo.ArmorMinimum, rpInfo.ArmorMaximum, rpData.ModernizedStatus[3]);
            LuckBase.Update(rpInfo.LuckMinimum, rpInfo.LuckMaximum, rpData.ModernizedStatus[4]);

            OnPropertyChanged(nameof(Firepower));
            OnPropertyChanged(nameof(Torpedo));
            OnPropertyChanged(nameof(AA));
            OnPropertyChanged(nameof(Armor));
            OnPropertyChanged(nameof(Evasion));
            OnPropertyChanged(nameof(LoS));
            OnPropertyChanged(nameof(ASW));
            OnPropertyChanged(nameof(Luck));
        }
Exemple #4
0
 public ShipBuildCompletion(RawShip ship, IReadOnlyCollection <RawEquipment> equipments)
 {
     Ship       = ship;
     Equipments = equipments;
 }