internal float BarValue(float totalDamage, bool useMeleeConstants = false) { var constants = UnityGameInstance.BattleTechGame.MechStatisticsConstants; var min = useMeleeConstants ? constants.MinStockMeleeDamage + constants.MinStockFirepower : constants.MinStockFirepower; var max = useMeleeConstants ? constants.MaxStockMeleeDamage + constants.MaxStockFirepower : constants.MaxStockFirepower; return(MechStatUtils.NormalizeToFraction(totalDamage, min, max)); }
internal float GetStatisticRating() { return(AlphaStrike < 1 ? 0 : MechStatUtils.NormalizeToFraction(HeatSinking, (float)AlphaStrike / 3, AlphaStrike)); }
internal static float GetStatisticRating(float runSpeed) { var constants = UnityGameInstance.BattleTechGame.MechStatisticsConstants; return(MechStatUtils.NormalizeToFraction(runSpeed, constants.MinSprintFactor, constants.MaxSprintFactor)); }