public void CalcBestDPS(Weapon myWeapon, int[] iSelectedPerk, PerkQuality[] perkLvLSelected) { double dDPSHigh = 0; int[] iPerkBest = new int[5]; List <Perk> listPerkCommon = new Perk(PerkQuality.Common).PicList(); List <Perk> listPerkRare = new Perk(PerkQuality.Rare).PicList(); List <Perk> listPerkLegendary = new Perk(PerkQuality.Legendary).PicList(); int iTempSelectedPerk = 0; PerkQuality perkTempQuality = PerkQuality.Common; for (int iCurrentReroll = 0; iCurrentReroll < 5; iCurrentReroll++) { iTempSelectedPerk = iSelectedPerk[iCurrentReroll]; perkTempQuality = perkLvLSelected[iCurrentReroll]; for (int iListPerks = 0; iListPerks < listPerkLegendary.Count; iListPerks++) { iSelectedPerk[iCurrentReroll] = iListPerks; perkLvLSelected[iCurrentReroll] = PerkQuality.Legendary; Perk[] perkSelected = new Perk[5]; for (int iPerksCalc = 0; iPerksCalc < 5; iPerksCalc++) { switch (perkLvLSelected[iPerksCalc]) { case PerkQuality.Common: perkSelected[iPerksCalc] = listPerkCommon[iSelectedPerk[iPerksCalc]]; break; case PerkQuality.Rare: perkSelected[iPerksCalc] = listPerkRare[iSelectedPerk[iPerksCalc]]; break; case PerkQuality.Legendary: perkSelected[iPerksCalc] = listPerkLegendary[iSelectedPerk[iPerksCalc]]; break; } } Perk perkSum = perkSelected[0].SummuaryPerk(perkSelected[0], perkSelected[1], perkSelected[2], perkSelected[3], perkSelected[4]); double dDPS = DPS.TrueDPS(myWeapon, perkSum); if (dDPS > dDPSHigh) { dDPSHigh = dDPS; iSelectedPerk.CopyTo(iPerkBest, 0); } } iSelectedPerk[iCurrentReroll] = iTempSelectedPerk; perkLvLSelected[iCurrentReroll] = perkTempQuality; } }
private void CalcDPS(Weapon myWeapon, string[] sVariatonen) { Perk myPerk = new Perk(PerkQuality.Legendary); Perk myPerkLvL1 = new Perk(PerkQuality.Legendary); List <Perk> listPerk = myPerk.PicList(); char[] charSplit = new char[] { ',' }; double dDPSHigh = 0; int[] iComboHigh = new int[5]; foreach (string sCombo in sVariatonen) { string[] sComboArray = sCombo.Split(charSplit, StringSplitOptions.RemoveEmptyEntries); int[] iCombo = new int[5]; for (int i = 0; i < sComboArray.Length; i++) { iCombo[i] = System.Convert.ToInt32(sComboArray[i]); } Perk perk1 = listPerk[iCombo[0]]; Perk perk2 = listPerk[iCombo[1]]; Perk perk3 = listPerk[iCombo[2]]; Perk perk4 = listPerk[iCombo[3]]; //Perk perk5 = listPerk[iCombo[4]]; Perk perk5 = myPerkLvL1.PicList()[13]; //Perk perk6 = new Perk(HeroMain.UrbanAssault); //Perk perk7 = new Perk(HeroSup.AssaultCritDamage); //Perk perk6 = new Perk(HeroMain.Nothing); //Perk perk7 = new Perk(HeroMain.Nothing); Perk PerkSum = perk1.SummuaryPerk(perk1, perk2, perk3, perk4, perk5); double dDPS = DPS.TrueDPS(myWeapon, PerkSum); if (dDPS > dDPSHigh) { dDPSHigh = dDPS; iComboHigh = iCombo; } } }
void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) { switch (connectionId) { case 1: this.wpfDps = ((FortHelper.DPS)(target)); return; case 2: this.gridBackground = ((System.Windows.Controls.Grid)(target)); return; case 3: this.griTopLane = ((System.Windows.Controls.Grid)(target)); return; case 4: this.griBotLane = ((System.Windows.Controls.Grid)(target)); return; } this._contentLoaded = true; }