コード例 #1
0
    /// <summary>
    /// Gets the power generated by the STL engines when operating at Full capability.
    /// </summary>
    /// <param name="hull">The ship hull.</param>
    /// <returns></returns>
    private float GetFullStlPropulsionPower(ShipHullCategory hullCat) {
        float fastestFullFtlSpeedTgt = TempGameValues.__TargetFtlOpenSpaceFullSpeed; // 40F
        float slowestFullFtlSpeedTgt = fastestFullFtlSpeedTgt * 0.75F;   // this way, the slowest Speed.OneThird speed >= Speed.Slow
        float fullFtlSpeedTgt = UnityEngine.Random.Range(slowestFullFtlSpeedTgt, fastestFullFtlSpeedTgt);
        float hullMass = hullCat.Mass(); // most but not all of the mass of the ship
        float hullOpenSpaceDrag = hullCat.Drag();

        float reqdFullFtlPower = GameUtility.CalculateReqdPropulsionPower(fullFtlSpeedTgt, hullMass, hullOpenSpaceDrag);
        return reqdFullFtlPower / TempGameValues.__StlToFtlPropulsionPowerFactor;
    }
コード例 #2
0
 private ShipHullStat CreateElementHullStat(ShipHullCategory hullCat, string elementName) {
     float hullMass = hullCat.Mass();
     float drag = hullCat.Drag();
     float science = hullCat.Science();
     float culture = hullCat.Culture();
     float income = hullCat.Income();
     float expense = hullCat.Expense();
     Vector3 hullDimensions = hullCat.Dimensions();
     return new ShipHullStat(hullCat, elementName, AtlasID.MyGui, TempGameValues.AnImageFilename, "Description...", 0F,
         hullMass, drag, 0F, expense, 50F, new DamageStrength(2F, 2F, 2F), hullDimensions, science, culture, income);
 }