Esempio n. 1
0
        public override string GetStatDrawEntryLabel(StatDef stat, float value, ToStringNumberSense numberSense, StatRequest optionalReq, bool finalized = true)
        {
            Building_TurretGun turret      = GetTurret(optionalReq);
            RangedWeaponStats  weaponStats = GetTurretStats(optionalReq);

            int optimalRange = (int)weaponStats.FindOptimalRange(turret);

            return(string.Format("{0} ({1})",
                                 value.ToStringByStyle(stat.toStringStyle, numberSense),
                                 string.Format("StatsReport_RangedDPSOptimalRange".Translate(), optimalRange)));
        }
        public override string GetStatDrawEntryLabel(StatDef stat, float value, ToStringNumberSense numberSense, StatRequest optionalReq, bool finalized = true)
        {
            Pawn pawn = optionalReq.Thing as Pawn;
            RangedWeaponStats weaponStats = GetWeaponStats(GetPawnWeapon(pawn));

            int optimalRange = (int)weaponStats.FindOptimalRange(pawn);

            return(string.Format("{0} ({1})",
                                 value.ToStringByStyle(stat.toStringStyle, numberSense),
                                 string.Format("StatsReport_RangedDPSOptimalRange".Translate(), optimalRange)));
        }
Esempio n. 3
0
        public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
        {
            if (!ShouldShowFor(req))
            {
                return(0f);
            }

            Building_TurretGun turret      = GetTurret(req);
            RangedWeaponStats  weaponStats = GetTurretStats(req);

            float optimalRange = weaponStats.FindOptimalRange(turret);

            return(weaponStats.GetAdjustedDPS(optimalRange, turret));
        }
        public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
        {
            if (!ShouldShowFor(req))
            {
                return(0f);
            }

            Pawn pawn = req.Thing as Pawn;
            RangedWeaponStats weaponStats = GetWeaponStats(GetPawnWeapon(pawn));

            float optimalRange = weaponStats.FindOptimalRange(pawn);

            return(weaponStats.GetAdjustedDPS(optimalRange, pawn));
        }