private void Awake() { SingletonPattern(); fuel = GetComponent <Fuel>(); maneuverPFX = GetComponent <ManeuverPFX>(); strikeSystem = FindObjectOfType <StrikeSystem>(); }
/// <summary> /// Handles the "Strike System" button /// </summary> public void StrikeSystemDetails() { DataAccess db = new DataAccess(); StrikeSystem _tmp = db.GetStrikeSystem(_buildId); ItemDetailsName = _tmp.Name; ItemDetailsDamage = _tmp.Damage.ToString(); ItemDetailsRarity = Rarities[_tmp.RarityId].Name; ItemDetailsNormalEffect = "-"; ItemDetailsSpecialEffect = _tmp.SpecialEffect; }
/// <summary> /// Gets the required information from a database /// </summary> /// <param name="events"></param> /// <param name="buildId"></param> /// <param name="userId"></param> /// <param name="saved"></param> public BuildDetailsViewModel(IEventAggregator events, int buildId, int userId, bool saved = false) { _events = events; _buildId = buildId; _userId = userId; Saved = saved; DataAccess db = new DataAccess(); Components = new BindableCollection <Component>(db.GetBuildsComponents(_buildId)); Weapons = new BindableCollection <Weapon>(db.GetBuildsWeapons(_buildId)); selectedBuild = db.GetBuild(_buildId); Rarities = db.GetRarities(); SelectedBuildName = selectedBuild.Name; SelectedBuildAdditionalNotes = selectedBuild.AdditionalNotes; if (selectedBuild.AuthorId == _userId) { UserIsAuthor = true; } int armor = 0; int shield = 0; foreach (Component cmpt in Components) { armor += cmpt.ArmorReinforcement; shield += cmpt.ShieldReinforcement; Summary += cmpt.NormalEffect + " "; Summary += cmpt.SpecialEffect + " "; } TotalArmorAndShield = "" + armor.ToString() + " / " + shield.ToString(); AssaultSystem _tmpas = db.GetAssaultSystem(_buildId); StrikeSystem _tmpsts = db.GetStrikeSystem(_buildId); Summary += Weapons[0].SpecialEffect + " " + Weapons[1].SpecialEffect + " " + _tmpas.SpecialEffect + " " + _tmpsts.SpecialEffect; }