internal void Update(ShipInfo rpInfo, RawShip rpData) { FirepowerBase = new ShipModernizationStatus(rpInfo.FirepowerMinimum, rpInfo.FirepowerMaximum, rpData.ModernizedStatus[0]); TorpedoBase = new ShipModernizationStatus(rpInfo.TorpedoMinimum, rpInfo.TorpedoMaximum, rpData.ModernizedStatus[1]); AABase = new ShipModernizationStatus(rpInfo.AAMinimum, rpInfo.AAMaximum, rpData.ModernizedStatus[2]); ArmorBase = new ShipModernizationStatus(rpInfo.ArmorMinimum, rpInfo.ArmorMaximum, rpData.ModernizedStatus[3]); LuckBase = new ShipModernizationStatus(rpInfo.LuckMinimum, rpInfo.LuckMaximum, rpData.ModernizedStatus[4]); OnPropertyChanged(nameof(FirepowerBase)); OnPropertyChanged(nameof(TorpedoBase)); OnPropertyChanged(nameof(AABase)); OnPropertyChanged(nameof(ArmorBase)); OnPropertyChanged(nameof(LuckBase)); }
internal void Update(ShipInfo rpInfo, RawShip rpData) { FirepowerBase.Update(rpInfo.FirepowerMinimum, rpInfo.FirepowerMaximum, rpData.ModernizedStatus[0]); TorpedoBase.Update(rpInfo.TorpedoMinimum, rpInfo.TorpedoMaximum, rpData.ModernizedStatus[1]); AABase.Update(rpInfo.AAMinimum, rpInfo.AAMaximum, rpData.ModernizedStatus[2]); ArmorBase.Update(rpInfo.ArmorMinimum, rpInfo.ArmorMaximum, rpData.ModernizedStatus[3]); LuckBase.Update(rpInfo.LuckMinimum, rpInfo.LuckMaximum, rpData.ModernizedStatus[4]); OnPropertyChanged(nameof(Firepower)); OnPropertyChanged(nameof(Torpedo)); OnPropertyChanged(nameof(AA)); OnPropertyChanged(nameof(Armor)); OnPropertyChanged(nameof(Evasion)); OnPropertyChanged(nameof(LoS)); OnPropertyChanged(nameof(ASW)); OnPropertyChanged(nameof(Luck)); }
internal void UpdateShips(RawShip[] rpShips) { if (Ships.UpdateRawData(rpShips, r => new Ship(r), (rpData, rpRawData) => rpData.Update(rpRawData))) UpdateShipsCore(); }