private void HandleWeaponIsDamagedChanged(AWeapon weapon) { D.Log(ShowDebugLog, "{0}'s {1} is {2}.", DebugName, weapon.Name, weapon.IsDamaged ? "damaged" : "repaired"); RecalcWeaponsRange(); RecalcOffensiveStrength(); }
public WeaponFiringSolution(AWeapon weapon, IElementAttackable enemyTgt) { Weapon = weapon; EnemyTarget = enemyTgt; }
public void AddWeapon(AWeapon weapon) { D.AssertNotNull(weapon.RangeMonitor); D.AssertNotNull(weapon.WeaponMount); // will already have Mount if adding in design screen using drag and drop D.Assert(!weapon.IsActivated); // items activate equipment when the item commences operation Weapons.Add(weapon); }