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; }
/// <summary> /// Initializes a new instance of the <see cref="ShipData" /> class. /// </summary> /// <param name="ship">The ship.</param> /// <param name="owner">The owner.</param> /// <param name="passiveCMs">The passive countermeasures.</param> /// <param name="hullEquipment">The hull equipment.</param> /// <param name="activeCMs">The active countermeasures.</param> /// <param name="sensors">The sensors.</param> /// <param name="shieldGenerators">The shield generators.</param> /// <param name="hqPriority">The HQ priority.</param> /// <param name="enginesStat">The engines stat.</param> /// <param name="combatStance">The combat stance.</param> public ShipData(IShip ship, Player owner, IEnumerable<PassiveCountermeasure> passiveCMs, ShipHullEquipment hullEquipment, IEnumerable<ActiveCountermeasure> activeCMs, IEnumerable<Sensor> sensors, IEnumerable<ShieldGenerator> shieldGenerators, Priority hqPriority, EnginesStat enginesStat, ShipCombatStance combatStance) : base(ship, owner, passiveCMs, hullEquipment, activeCMs, sensors, shieldGenerators, hqPriority) { Science = hullEquipment.Science; Culture = hullEquipment.Culture; Income = hullEquipment.Income; _enginesStat = enginesStat; CombatStance = combatStance; InitializeLocalValuesAndReferences(); }