예제 #1
0
        private void AddStatsFromUpgrade(Comp_ShieldUpgrade comp)
        {
            this.m_FieldIntegrity_Max   += comp.Properties.FieldIntegrity_Increase;
            this.m_FieldRadius_Avalable += comp.Properties.Range_Increase;

            //Power
            this.m_PowerRequired += comp.Properties.PowerUsage_Increase;


            if (comp.Properties.DropPodIntercept)
            {
                this.m_InterceptDropPod_Avalable = true;
            }

            if (comp.Properties.IdentifyFriendFoe)
            {
                //Log.Message("Setting IFF");
                this.m_IdentifyFriendFoe_Avalable = true;
            }

            if (comp.Properties.SlowDischarge)
            {
                this.SlowDischarge_Active = true;
            }
        }
예제 #2
0
        public void RecalculateStatistics()
        {
            //Log.Message("RecalculateStatistics");

            //Visual Settings
            this.m_ColourRed   = 0.5f;
            this.m_ColourGreen = 0.0f;
            this.m_ColourBlue  = 0.5f;

            //Field Settings
            this.m_FieldIntegrity_Max     = this.Properties.m_FieldIntegrity_Max_Base;
            this.m_FieldIntegrity_Initial = this.Properties.m_FieldIntegrity_Initial;
            this.m_FieldRadius_Avalable   = this.Properties.m_Field_Radius_Base;

            //Mode Settings - Avalable
            this.m_BlockIndirect_Avalable    = this.Properties.m_BlockIndirect_Avalable;
            this.m_BlockDirect_Avalable      = this.Properties.m_BlockDirect_Avalable;
            this.m_InterceptDropPod_Avalable = this.Properties.m_InterceptDropPod_Avalable;

            //Power Settings
            this.m_PowerRequired = this.Properties.m_PowerRequired_Charging;

            //Recovery Settings
            this.m_RechargeTickDelayInterval = this.Properties.m_RechargeTickDelayInterval_Base;
            this.m_RecoverWarmupDelayTicks   = this.Properties.m_RecoverWarmupDelayTicks_Base;

            //Power converter
            this.SlowDischarge_Active = false;

            //IFF
            this.m_IdentifyFriendFoe_Avalable = false;

            //Store the List of Building in initilisation????

            CompFacility _Facility = this.parent.GetComp <CompFacility>();

            Patch.Patcher.LogNULL(_Facility, "_Facility");

            FieldInfo _LinkedBuildingsInfo = typeof(CompFacility).GetField("linkedBuildings", BindingFlags.NonPublic | BindingFlags.Instance);

            Patch.Patcher.LogNULL(_LinkedBuildingsInfo, "_LinkedBuildingsInfo");

            List <Thing> _LinkedBuildings = _LinkedBuildingsInfo.GetValue(_Facility) as List <Thing>;

            Patch.Patcher.LogNULL(_LinkedBuildings, "_LinkedBuildings");

            //Log.Message(_LinkedBuildings.Count.ToString());


            _LinkedBuildings.ForEach(b =>
            {
                Building _Building       = b as Building;
                Comp_ShieldUpgrade _Comp = _Building.GetComp <Comp_ShieldUpgrade>();

                Patch.Patcher.LogNULL(_Comp, "_Comp");
                Patch.Patcher.LogNULL(_Comp.Properties, "_Comp.Properties");

                this.AddStatsFromUpgrade(_Comp);
            });

            this.m_Power.powerOutputInt = -this.m_PowerRequired;
        }