private void Awake()
    {
        SingletonPattern();

        fuel = GetComponent <Fuel>();

        maneuverPFX = GetComponent <ManeuverPFX>();

        strikeSystem = FindObjectOfType <StrikeSystem>();
    }
Exemple #2
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        /// <summary>
        /// Handles the "Strike System" button
        /// </summary>
        public void StrikeSystemDetails()
        {
            DataAccess   db   = new DataAccess();
            StrikeSystem _tmp = db.GetStrikeSystem(_buildId);

            ItemDetailsName          = _tmp.Name;
            ItemDetailsDamage        = _tmp.Damage.ToString();
            ItemDetailsRarity        = Rarities[_tmp.RarityId].Name;
            ItemDetailsNormalEffect  = "-";
            ItemDetailsSpecialEffect = _tmp.SpecialEffect;
        }
Exemple #3
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        /// <summary>
        /// Gets the required information from a database
        /// </summary>
        /// <param name="events"></param>
        /// <param name="buildId"></param>
        /// <param name="userId"></param>
        /// <param name="saved"></param>
        public BuildDetailsViewModel(IEventAggregator events, int buildId, int userId, bool saved = false)
        {
            _events  = events;
            _buildId = buildId;
            _userId  = userId;
            Saved    = saved;
            DataAccess db = new DataAccess();

            Components    = new BindableCollection <Component>(db.GetBuildsComponents(_buildId));
            Weapons       = new BindableCollection <Weapon>(db.GetBuildsWeapons(_buildId));
            selectedBuild = db.GetBuild(_buildId);
            Rarities      = db.GetRarities();

            SelectedBuildName            = selectedBuild.Name;
            SelectedBuildAdditionalNotes = selectedBuild.AdditionalNotes;

            if (selectedBuild.AuthorId == _userId)
            {
                UserIsAuthor = true;
            }

            int armor  = 0;
            int shield = 0;

            foreach (Component cmpt in Components)
            {
                armor   += cmpt.ArmorReinforcement;
                shield  += cmpt.ShieldReinforcement;
                Summary += cmpt.NormalEffect + " ";
                Summary += cmpt.SpecialEffect + " ";
            }
            TotalArmorAndShield = "" + armor.ToString() + " / " + shield.ToString();

            AssaultSystem _tmpas  = db.GetAssaultSystem(_buildId);
            StrikeSystem  _tmpsts = db.GetStrikeSystem(_buildId);

            Summary += Weapons[0].SpecialEffect + " " + Weapons[1].SpecialEffect + " " + _tmpas.SpecialEffect + " " + _tmpsts.SpecialEffect;
        }