internal float BarValue(float totalDamage, bool useMeleeConstants = false)
        {
            var constants = UnityGameInstance.BattleTechGame.MechStatisticsConstants;
            var min       = useMeleeConstants ? constants.MinStockMeleeDamage + constants.MinStockFirepower : constants.MinStockFirepower;
            var max       = useMeleeConstants ? constants.MaxStockMeleeDamage + constants.MaxStockFirepower : constants.MaxStockFirepower;

            return(MechStatUtils.NormalizeToFraction(totalDamage, min, max));
        }
 internal float GetStatisticRating()
 {
     return(AlphaStrike < 1
         ? 0
         : MechStatUtils.NormalizeToFraction(HeatSinking, (float)AlphaStrike / 3, AlphaStrike));
 }
        internal static float GetStatisticRating(float runSpeed)
        {
            var constants = UnityGameInstance.BattleTechGame.MechStatisticsConstants;

            return(MechStatUtils.NormalizeToFraction(runSpeed, constants.MinSprintFactor, constants.MaxSprintFactor));
        }