/// <summary> /// Initializes a new instance of the <see cref="BaseCreatorEditorSettings" /> struct /// when the unit composition is NOT preset. /// </summary> /// <param name="unitName">Name of the unit.</param> /// <param name="isOwnerUser">if set to <c>true</c> [is owner user].</param> /// <param name="elementQty">The element qty.</param> /// <param name="userRelations">The user relations.</param> /// <param name="cmsPerCmd">The CMS per command.</param> /// <param name="activeCMs">The active c ms.</param> /// <param name="deployDate">The deploy date.</param> /// <param name="losTurrets">The LOS turrets.</param> /// <param name="missileLaunchers">The missile launchers.</param> /// <param name="passiveCMs">The passive c ms.</param> /// <param name="shieldGens">The shield gens.</param> /// <param name="sensors">The sensors.</param> /// <param name="formation">The formation.</param> public BaseCreatorEditorSettings(string unitName, bool isOwnerUser, int elementQty, DebugDiploUserRelations userRelations, int cmsPerCmd, int activeCMs, GameDate deployDate, DebugLosWeaponLoadout losTurrets, DebugWeaponLoadout missileLaunchers, int passiveCMs, int shieldGens, int sensors, DebugBaseFormation formation) : base(unitName, isOwnerUser, elementQty, userRelations, cmsPerCmd, activeCMs, deployDate, losTurrets, missileLaunchers, passiveCMs, shieldGens, sensors) { Formation = formation; }
/// <summary> /// Initializes a new instance of the <see cref="BaseCreatorEditorSettings" /> struct /// when the unit composition is preset. /// </summary> /// <param name="unitName">Name of the unit.</param> /// <param name="isOwnerUser">if set to <c>true</c> [is owner user].</param> /// <param name="userRelations">The user relations.</param> /// <param name="cmsPerCmd">The CMS per command.</param> /// <param name="activeCMs">The active c ms.</param> /// <param name="deployDate">The deploy date.</param> /// <param name="losTurrets">The LOS turrets.</param> /// <param name="missileLaunchers">The missile launchers.</param> /// <param name="passiveCMs">The passive c ms.</param> /// <param name="shieldGens">The shield gens.</param> /// <param name="sensors">The sensors.</param> /// <param name="formation">The formation.</param> /// <param name="presetHullCats">The preset hull cats.</param> public BaseCreatorEditorSettings(string unitName, bool isOwnerUser, DebugDiploUserRelations userRelations, int cmsPerCmd, int activeCMs, GameDate deployDate, DebugLosWeaponLoadout losTurrets, DebugWeaponLoadout missileLaunchers, int passiveCMs, int shieldGens, int sensors, DebugBaseFormation formation, IList<FacilityHullCategory> presetHullCats) : base(unitName, isOwnerUser, userRelations, cmsPerCmd, activeCMs, deployDate, losTurrets, missileLaunchers, passiveCMs, shieldGens, sensors) { Formation = formation; PresetElementHullCategories = presetHullCats; }