public void LoadDesigns() { _fleetManager = _gameMain.EmpireManager.CurrentEmpire.FleetManager; bool moreThanOneDesign = _fleetManager.CurrentDesigns.Count > 1; _maxVisible = _fleetManager.CurrentDesigns.Count; for (int i = 0; i < _maxVisible; i++) { if (i < _fleetManager.CurrentDesigns.Count) { var shipDesign = _fleetManager.CurrentDesigns[i]; //_shipSprites[i] = currentEmpire.EmpireRace.GetShip(shipDesign.Size, shipDesign.WhichStyle); _shipNameLabels[i].SetText(shipDesign.Name); _scrapButtons[i].Active = moreThanOneDesign; _beamDefValueLabels[i].SetText(shipDesign.BeamDefense.ToString()); _missileDefValueLabels[i].SetText(shipDesign.MissileDefense.ToString()); _attackLevelValueLabels[i].SetText(shipDesign.AttackLevel.ToString()); _hitPointsValueLabels[i].SetText(shipDesign.MaxHitPoints.ToString()); _shieldValueLabels[i].SetText(shipDesign.ShieldLevel.ToString()); _galaxySpeedValueLabels[i].SetText(shipDesign.GalaxySpeed.ToString()); _combatSpeedValueLabels[i].SetText(shipDesign.ManeuverSpeed.ToString()); _costValueLabels[i].SetText(string.Format("{0:0.0}", shipDesign.Cost)); int j = 0; foreach (var weapon in shipDesign.Weapons) { if (weapon.Key != null) { _weaponLabels[i][j].SetText(string.Format("{0:00} {1}", weapon.Value, weapon.Key.DisplayName)); } j++; } for (; j < 4; j++) { //Set the rest of unused weapon slots to blank _weaponLabels[i][j].SetText(string.Empty); } for (j = 0; j < 3; j++) { if (shipDesign.Specials[j] != null) { _specialLabels[i][j].SetText(shipDesign.Specials[j].DisplayName); } else { _specialLabels[i][j].SetText(string.Empty); } } _amountValueLabels[i].SetText(_fleetManager.GetShipCount(shipDesign).ToString()); } } }
public void LoadDesigns() { _fleetManager = _gameMain.EmpireManager.CurrentEmpire.FleetManager; bool moreThanOneDesign = _fleetManager.CurrentDesigns.Count > 1; _maxVisible = _fleetManager.CurrentDesigns.Count; for (int i = 0; i < _maxVisible; i++) { if (i < _fleetManager.CurrentDesigns.Count) { var shipDesign = _fleetManager.CurrentDesigns[i]; //_shipSprites[i] = currentEmpire.EmpireRace.GetShip(shipDesign.Size, shipDesign.WhichStyle); _shipNameLabels[i].SetText(shipDesign.Name); _scrapButtons[i].Active = moreThanOneDesign; _beamDefValueLabels[i].SetText(shipDesign.BeamDefense.ToString()); _missileDefValueLabels[i].SetText(shipDesign.MissileDefense.ToString()); _attackLevelValueLabels[i].SetText(shipDesign.AttackLevel.ToString()); _hitPointsValueLabels[i].SetText(shipDesign.MaxHitPoints.ToString()); _shieldValueLabels[i].SetText(shipDesign.ShieldLevel.ToString()); _galaxySpeedValueLabels[i].SetText(shipDesign.GalaxySpeed.ToString()); _combatSpeedValueLabels[i].SetText(shipDesign.ManeuverSpeed.ToString()); _costValueLabels[i].SetText(string.Format("{0:0.0}", shipDesign.Cost)); int j = 0; foreach (var weapon in shipDesign.Weapons) { if (weapon.Key != null) { _weaponLabels[i][j].SetText(string.Format("{0:00} {1}", weapon.Value, weapon.Key.DisplayName)); } j++; } for (; j < 4; j++) { //Set the rest of unused weapon slots to blank _weaponLabels[i][j].SetText(string.Empty); } for (j = 0; j < 3; j++) { if (shipDesign.Specials[j] != null) { _specialLabels[i][j].SetText(shipDesign.Specials[j].DisplayName); } else { _specialLabels[i][j].SetText(string.Empty); } } _amountValueLabels[i].SetText(_fleetManager.GetShipCount(shipDesign).ToString()); } } }