public static PopularityAverages operator *(TankAverages avgs, double factor) { PopularityAverages newAvg = new PopularityAverages(); newAvg.TankID = avgs.TankID; newAvg.TankTier = avgs.TankTier; newAvg.TankType = avgs.TankType; newAvg.TankNation = avgs.TankNation; newAvg.MinutesPerBattle = 1.0 / avgs.BattlesPerMinute; newAvg.Popularity = factor; newAvg.DamagePerBattle = avgs.DamagePerBattle * factor; newAvg.DamageTakenPerBattle = (newAvg.DamagePerBattle / avgs.DamageRatio) * factor; newAvg.KillsPerBattle = avgs.KillsPerBattle * factor; newAvg.DeathsPerBattle = (avgs.KillsPerBattle / avgs.KillDeathRatio) * factor; newAvg.HitsPerBattle = avgs.HitsPerBattle * factor; newAvg.SpotsPerBattle = avgs.SpotsPerBattle * factor; newAvg.WinRate = avgs.WinRate; newAvg.SurvivalRate = avgs.SurvivalRate; newAvg.WinSurvivalRate = avgs.WinSurvivalRate; return(newAvg); }
public static PopularityAverages operator *(PopularityAverages avgs, double factor) { PopularityAverages newAvg = new PopularityAverages(); newAvg.TankID = avgs.TankID; newAvg.TankTier = avgs.TankTier; newAvg.TankType = avgs.TankType; newAvg.TankNation = avgs.TankNation; newAvg.DamagePerBattle = avgs.DamagePerBattle * factor; newAvg.DamageTakenPerBattle = avgs.DamageTakenPerBattle * factor; newAvg.KillsPerBattle = avgs.KillsPerBattle * factor; newAvg.DeathsPerBattle = avgs.DeathsPerBattle * factor; newAvg.HitsPerBattle = avgs.HitsPerBattle * factor; newAvg.SpotsPerBattle = avgs.SpotsPerBattle * factor; return(newAvg); }