public void Add(FacilityDesign design) { Player player = design.Player; string designName = design.DesignName; var designsByName = _facilityDesignsLookup[player]; D.Assert(!designsByName.ContainsKey(designName)); designsByName.Add(designName, design); //D.Log("{0} added {1} {2} for {3}.", GetType().Name, design.GetType().Name, designName, player); }
private void MakeAndRecordElementDesign(string designName, Player owner, FacilityHullStat hullStat, IEnumerable<AWeaponStat> weaponStats, IEnumerable<PassiveCountermeasureStat> passiveCmStats, IEnumerable<ActiveCountermeasureStat> activeCmStats, IEnumerable<SensorStat> sensorStats, IEnumerable<ShieldGeneratorStat> shieldGenStats, Priority hqPriority) { FacilityHullCategory hullCategory = hullStat.HullCategory; var weaponDesigns = _factory.__MakeWeaponDesigns(hullCategory, weaponStats); var design = new FacilityDesign(owner, designName, hullStat, weaponDesigns, passiveCmStats, activeCmStats, sensorStats, shieldGenStats, hqPriority); _gameMgr.PlayersDesigns.Add(design); }