public void UpdateWindowEquipment_Weapon(Weapon weaponItem)
    {
        bool          hasElemental    = false;
        bool          hasPrimordial   = false;
        List <string> elementalDamage = new List <string>();
        List <string> primDamage      = new List <string>();
        MinMaxRange   range;
        float         dps;

        for (int i = 1; i < (int)ElementType.DIVINE; i++)
        {
            range = weaponItem.GetWeaponDamage((ElementType)i);
            if (!range.IsZero())
            {
                hasElemental = true;
                dps          = (range.min + range.max) / 2f * weaponItem.AttackSpeed;
                elementalDamage.Add("<b>" + LocalizationManager.BuildElementalDamageString(range.min + "-" + range.max + " (" + dps.ToString("N1") + ")", (ElementType)i) + "</b>");
            }
        }

        for (int i = (int)ElementType.DIVINE; i <= (int)ElementType.VOID; i++)
        {
            range = weaponItem.GetWeaponDamage((ElementType)i);
            if (!range.IsZero())
            {
                hasPrimordial = true;
                dps           = (range.min + range.max) / 2f * weaponItem.AttackSpeed;
                primDamage.Add("<b>" + LocalizationManager.BuildElementalDamageString(range.min + "-" + range.max + " (" + dps.ToString("N1") + ")", (ElementType)i) + "</b>");
            }
        }

        if (weaponItem.PhysicalDamage.min != 0 && weaponItem.PhysicalDamage.max != 0)
        {
            dps              = (weaponItem.PhysicalDamage.min + weaponItem.PhysicalDamage.max) / 2f * weaponItem.AttackSpeed;
            damageText.text += "Physical Damage (DPS) \n<sprite=0><b> " + weaponItem.PhysicalDamage.min + "-" + weaponItem.PhysicalDamage.max + " (" + dps.ToString("N1") + ")</b>\n\n";
        }
        if (hasElemental)
        {
            damageText.text += "Elemental Damage (DPS) \n" + String.Join("\n", elementalDamage) + "\n\n";
        }
        if (hasPrimordial)
        {
            damageText.text += "Astral Damage (DPS) \n" + String.Join("\n", primDamage) + "\n\n";
        }
        statsText.text += "Critical Chance\n<b>" + weaponItem.CriticalChance.ToString("F2") + "%</b>\n";
        statsText.text += "Attacks per Second\n<b>" + weaponItem.AttackSpeed.ToString("F2") + "/s</b>\n";
        statsText.text += "Range\n<b>" + weaponItem.WeaponRange.ToString("F2") + "</b>";
    }
Esempio n. 2
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    public void UpdateInfo_Weapon(Weapon weaponItem)
    {
        bool          hasElemental    = false;
        bool          hasPrimordial   = false;
        List <string> elementalDamage = new List <string>();
        List <string> elementalDps    = new List <string>();
        List <string> primDamage      = new List <string>();
        List <string> primDps         = new List <string>();
        string        physDamage      = "";
        MinMaxRange   range;
        float         dps;

        for (int i = 1; i < (int)ElementType.DIVINE; i++)
        {
            range = weaponItem.GetWeaponDamage((ElementType)i);
            if (!range.IsZero())
            {
                hasElemental = true;
                dps          = (range.min + range.max) / 2f * weaponItem.AttackSpeed;
                elementalDps.Add(LocalizationManager.BuildElementalDamageString(dps.ToString("F2"), (ElementType)i));
                elementalDamage.Add("<nobr>" + LocalizationManager.BuildElementalDamageString(range.min + "-" + range.max, (ElementType)i) + "</nobr>");
            }
        }

        for (int i = (int)ElementType.DIVINE; i <= (int)ElementType.VOID; i++)
        {
            range = weaponItem.GetWeaponDamage((ElementType)i);
            if (!range.IsZero())
            {
                hasPrimordial = true;
                dps           = (range.min + range.max) / 2f * weaponItem.AttackSpeed;
                primDps.Add(LocalizationManager.BuildElementalDamageString(dps.ToString("F2"), (ElementType)i));
                primDamage.Add("<nobr>" + LocalizationManager.BuildElementalDamageString(range.min + "-" + range.max, (ElementType)i) + "</nobr>");
            }
        }

        if (weaponItem.PhysicalDamage.min != 0 && weaponItem.PhysicalDamage.max != 0)
        {
            dps            = (weaponItem.PhysicalDamage.min + weaponItem.PhysicalDamage.max) / 2f * weaponItem.AttackSpeed;
            leftInfo.text += "pDPS: " + dps.ToString("F2") + "\n";
            physDamage     = "pDmg: " + weaponItem.PhysicalDamage.min + "-" + weaponItem.PhysicalDamage.max + "\n";
        }
        if (hasElemental)
        {
            leftInfo.text += "eDPS: " + string.Join(", ", elementalDps) + "\n";
        }
        if (hasPrimordial)
        {
            leftInfo.text += "aDPS: " + string.Join(", ", primDps) + "\n";
        }
        leftInfo.text += "\n";
        leftInfo.text += physDamage;
        if (hasElemental)
        {
            leftInfo.text += "eDmg: " + string.Join(", ", elementalDamage) + "\n";
        }
        if (hasPrimordial)
        {
            leftInfo.text += "aDmg: " + string.Join(", ", primDamage) + "\n";
        }
        rightInfo.text += "Critical Chance\n<b>" + weaponItem.CriticalChance.ToString("F2") + "%</b>\n";
        rightInfo.text += "Attacks / s\n<b>" + weaponItem.AttackSpeed.ToString("F2") + "/s</b>\n";
        rightInfo.text += "Range\n<b>" + weaponItem.WeaponRange.ToString("F2") + "</b>\n";
    }