/// <summary> /// Initializes a new instance of the <see cref="ShieldGenerator"/> class. /// </summary> /// <param name="stat">The stat.</param> /// <param name="name">The optional unique name for this equipment. If not provided, the name embedded in the stat will be used.</param> public ShieldGenerator(ShieldGeneratorStat stat, string name = null) : base(stat, name) { _gameTime = GameTime.Instance; CurrentCharge = Constants.ZeroF; }
private IList<ShieldGeneratorStat> __CreateAvailableShieldGeneratorStats(int quantity) { IList<ShieldGeneratorStat> statsList = new List<ShieldGeneratorStat>(quantity); for (int i = 0; i < quantity; i++) { RangeCategory rangeCat = RangeCategory.Short; string name = "Deflector Generator"; float maxCharge = 20F; float trickleChargeRate = 1F; float reloadPeriod = 20F; DamageStrength damageMitigation = default(DamageStrength); // none for now var generatorStat = new ShieldGeneratorStat(name, AtlasID.MyGui, TempGameValues.AnImageFilename, "Description...", 0F, 1F, 0F, 0F, rangeCat, maxCharge, trickleChargeRate, reloadPeriod, damageMitigation); statsList.Add(generatorStat); } return statsList; }