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));
    }
예제 #2
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        public float BarValue(MechDef mechDef)
        {
			var armor = mechDef.MechDefAssignedArmor;
            armor *= ArmorMultiplier(mechDef);
            armor *= DamageReductionMultiplierAll(mechDef);

			var stats = UnityGameInstance.BattleTechGame.MechStatisticsConstants;
            return MechStatUtils.NormalizeToFraction(armor, 0, stats.MaxArmorFactor);
        }
 public static bool Prefix(ChassisDef chassisDef, ref float currentValue, ref float maxValue)
 {
     try
     {
         MechStatUtils.SetStatValues(0, ref currentValue, ref maxValue);
         return(false);
     }
     catch (Exception e)
     {
         Control.mod.Logger.LogError(e);
     }
     return(true);
 }
예제 #4
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 public static bool Prefix(MechDef mechDef, ref float currentValue, ref float maxValue)
 {
     try
     {
         var value = OverrideStatTooltipsFeature.MeleeStat.BarValue(mechDef);
         MechStatUtils.SetStatValues(value, ref currentValue, ref maxValue);
         return(false);
     }
     catch (Exception e)
     {
         Control.Logger.Error.Log(e);
     }
     return(true);
 }