internal ShipStatus(Ship rpShip) { r_Ship = rpShip; FirepowerBase = new ShipModernizationStatus(); TorpedoBase = new ShipModernizationStatus(); AABase = new ShipModernizationStatus(); ArmorBase = new ShipModernizationStatus(); LuckBase = new ShipModernizationStatus(); }
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)); }