public Shipyard(ShipyardId id, Size specialtySize, ShipyardSkill skill) { _id = id; _specialtySize = specialtySize; _skill = skill; switch (Skill) { case ShipyardSkill.CrewQuarters: modCrew = ADJUST_SKILL_CREW; break; case ShipyardSkill.FuelBase: modFuel = ADJUST_SKILL_FUEL; break; case ShipyardSkill.HullPerUnit: modHull = ADJUST_SKILL_HULL; break; case ShipyardSkill.ShieldSlotUnits: modShield = ADJUST_SKILL_SHIELD; break; case ShipyardSkill.WeaponSlotUnits: modWeapon = ADJUST_SKILL_WEAPON; break; } }
public Shipyard(ShipyardId id, Size specialtySize, ShipyardSkill skill) { Id = id; SpecialtySize = specialtySize; Skill = skill; switch (Skill) { case ShipyardSkill.CrewQuarters: modCrew = ADJUST_SKILL_CREW; break; case ShipyardSkill.FuelBase: modFuel = ADJUST_SKILL_FUEL; break; case ShipyardSkill.HullPerUnit: modHull = ADJUST_SKILL_HULL; break; case ShipyardSkill.ShieldSlotUnits: modShield = ADJUST_SKILL_SHIELD; break; case ShipyardSkill.WeaponSlotUnits: modWeapon = ADJUST_SKILL_WEAPON; break; } }