public ShipPowerup(ShipId shipId, IReadOnlyCollection <ShipId> consumedShipIds, bool isSuccess, RawShip updatedTo) { ShipId = shipId; ConsumedShipIds = consumedShipIds; IsSuccess = isSuccess; UpdatedTo = updatedTo; }
public ShipPowerup(ShipId shipId, IReadOnlyCollection <ShipId> consumedShipIds, bool isSuccess, RawShip updatedTo, bool dismantleEquipments) { ShipId = shipId; ConsumedShipIds = consumedShipIds; IsSuccess = isSuccess; UpdatedTo = updatedTo; DismantleEquipments = dismantleEquipments; }
internal void Update(ShipInfo rpInfo, RawShip rpData) { FirepowerBase.Update(rpInfo.FirepowerMinimum, rpInfo.FirepowerMaximum, rpData.ModernizedStatus[0]); TorpedoBase.Update(rpInfo.TorpedoMinimum, rpInfo.TorpedoMaximum, rpData.ModernizedStatus[1]); AABase.Update(rpInfo.AAMinimum, rpInfo.AAMaximum, rpData.ModernizedStatus[2]); ArmorBase.Update(rpInfo.ArmorMinimum, rpInfo.ArmorMaximum, rpData.ModernizedStatus[3]); LuckBase.Update(rpInfo.LuckMinimum, rpInfo.LuckMaximum, rpData.ModernizedStatus[4]); OnPropertyChanged(nameof(Firepower)); OnPropertyChanged(nameof(Torpedo)); OnPropertyChanged(nameof(AA)); OnPropertyChanged(nameof(Armor)); OnPropertyChanged(nameof(Evasion)); OnPropertyChanged(nameof(LoS)); OnPropertyChanged(nameof(ASW)); OnPropertyChanged(nameof(Luck)); }
public ShipBuildCompletion(RawShip ship, IReadOnlyCollection <RawEquipment> equipments) { Ship = ship; Equipments = equipments; }