private void HandleStatPri(ref StatWeapons stat_pri, string[] data) { LookUpTables lu = new LookUpTables(); stat_pri.atk[0] = Convert.ToInt32(data[0].Trim()); stat_pri.atk[1] = Convert.ToInt32(data[1].Trim()); stat_pri.missAttr[0] = Convert.ToInt32(data[3].Trim()); stat_pri.missAttr[1] = Convert.ToInt32(data[4].Trim()); stat_pri.missType = data[2].Trim(); stat_pri.WepFlags = lu.LookUpKey <WeaponType>(data[5].Trim()); stat_pri.TechFlags = (TechType)Enum.Parse(typeof(TechType), data[6].Trim()); stat_pri.DmgFlags = lu.LookUpKey <DamageType>(data[7].Trim()); stat_pri.SoundFlags = data[8].Trim(); stat_pri.atkDly[0] = Convert.ToInt32(data[9].Trim()); stat_pri.atkDly[1] = (float)Convert.ToDouble(data[10].Trim()); }
string GetWeaponStats(Unit unit, StatWeapons weapon, BattleModel bm, bool isPrimary) { string weaponStr = ""; string tag = ""; string ap = ""; if (isPrimary) { tag = "Weapon (p): "; if (unit.priAttri.HasFlag(Stat_pri_attr.ap) || unit.priAttri.HasFlag(Stat_pri_attr.thrown_ap)) ap = "AP"; } else { tag = "Weapon (s): "; if (unit.secAttri.HasFlag(Stat_pri_attr.ap) || unit.secAttri.HasFlag(Stat_pri_attr.thrown_ap)) ap = "AP"; } string wepname = bm.skeletons.GetWeaponType(unit, isPrimary, unit.category == "handler", unit.engine); string speed = bm.skeletons.GetSpeed(isPrimary); if (weapon.WepFlags == Data.WeaponType.missile || weapon.WepFlags == Data.WeaponType.thrown) { weaponStr = string.Format("{0} {1} ({2}) {3} {4}, cost to upgrade {5}\\nRange: ({6}m)\\nAmmo: ({7})\\n", tag, wepname, weapon.atk[0], speed, ap, unit.cost[3], weapon.missAttr[0], weapon.missAttr[1]); ; } else if(weapon.WepFlags != Data.WeaponType.no) { weaponStr = string.Format("{0} {1} ({2}) {3} {4}\\n", tag, wepname, weapon.atk[0], speed, ap); } return weaponStr + "\\n"; }