コード例 #1
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ファイル: ShipDesign.cs プロジェクト: Maxii/CodeEnv.Master
 public ShipDesign(Player player, string designName, ShipHullStat hullStat, EnginesStat enginesStat, ShipCombatStance combatStance,
     IEnumerable<WeaponDesign> weaponDesigns, IEnumerable<PassiveCountermeasureStat> passiveCmStats,
     IEnumerable<ActiveCountermeasureStat> activeCmStats, IEnumerable<SensorStat> sensorStats, IEnumerable<ShieldGeneratorStat> shieldGenStats, Priority hqPriority)
     : base(player, designName, weaponDesigns, passiveCmStats, activeCmStats, sensorStats, shieldGenStats, hqPriority) {
     HullStat = hullStat;
     EnginesStat = enginesStat;
     CombatStance = combatStance;
 }
コード例 #2
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 /// <summary>
 /// Initializes a new instance of the <see cref="ShipHullEquipment"/> class.
 /// </summary>
 /// <param name="stat">The stat.</param>
 /// <param name="name">The optional unique name for this equipment. If not provided, the name embedded in the stat will be used.</param>
 public ShipHullEquipment(ShipHullStat stat, string name = null) : base(stat, name) { }
コード例 #3
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 private void MakeAndRecordElementDesign(string designName, Player owner, ShipHullStat hullStat, IEnumerable<AWeaponStat> weaponStats,
     IEnumerable<PassiveCountermeasureStat> passiveCmStats, IEnumerable<ActiveCountermeasureStat> activeCmStats,
     IEnumerable<SensorStat> sensorStats, IEnumerable<ShieldGeneratorStat> shieldGenStats, Priority hqPriority, ShipCombatStance stance) {
     ShipHullCategory hullCategory = hullStat.HullCategory;
     var engineStat = MakeEnginesStat(hullCategory);
     var weaponDesigns = _factory.__MakeWeaponDesigns(hullCategory, weaponStats);
     var design = new ShipDesign(owner, designName, hullStat, engineStat, stance, weaponDesigns, passiveCmStats, activeCmStats,
         sensorStats, shieldGenStats, hqPriority);
     _gameMgr.PlayersDesigns.Add(design);
 }
コード例 #4
0
ファイル: FleetCreator.cs プロジェクト: Maxii/CodeEnv.Master
 private FollowableItemCameraStat MakeElementCameraStat(ShipHullStat hullStat) {
     ShipHullCategory hullCat = hullStat.HullCategory;
     float fov;
     switch (hullCat) {
         case ShipHullCategory.Dreadnought:
         case ShipHullCategory.Carrier:
         case ShipHullCategory.Troop:
             fov = 70F;
             break;
         case ShipHullCategory.Cruiser:
         case ShipHullCategory.Colonizer:
         case ShipHullCategory.Investigator:
             fov = 65F;
             break;
         case ShipHullCategory.Destroyer:
         case ShipHullCategory.Support:
             fov = 60F;
             break;
         case ShipHullCategory.Frigate:
             fov = 55F;
             break;
         case ShipHullCategory.Fighter:
         case ShipHullCategory.Scout:
         case ShipHullCategory.None:
         default:
             throw new NotImplementedException(ErrorMessages.UnanticipatedSwitchValue.Inject(hullCat));
     }
     float radius = hullStat.HullDimensions.magnitude / 2F;
     //D.Log(ShowDebugLog, "Radius of {0} is {1:0.##}.", hullCat.GetValueName(), radius);
     float minViewDistance = radius * 2F;
     float optViewDistance = radius * 3F;
     float distanceDampener = 3F;    // default
     float rotationDampener = 10F;   // ships can change direction pretty fast
     return new FollowableItemCameraStat(minViewDistance, optViewDistance, fov, distanceDampener, rotationDampener);
 }