public void LoadEquipments(Ship shipDesign, EquipmentType equipmentType, int slotNum, List<Technology> technologies, Dictionary<TechField, int> techLevels, float spacePerPower, float costPerPower)
{
_slotNum = slotNum;
_shipDesign = shipDesign;
_techLevels = techLevels;
_equipmentType = equipmentType;
_availableEquipments = new List<Equipment>();
_spacePerPower = spacePerPower;
_costPerPower = costPerPower;
switch (_equipmentType)
{
case EquipmentType.ARMOR:
LoadArmor(technologies);
break;
case EquipmentType.COMPUTER:
LoadComputers(technologies);
break;
case EquipmentType.ECM:
LoadECM(technologies);
break;
case EquipmentType.ENGINE:
LoadEngines(technologies);
break;
case EquipmentType.MANEUVER:
break;
case EquipmentType.SHIELD:
LoadShields(technologies);
break;
case EquipmentType.SPECIAL:
LoadSpecials(technologies);
break;
case EquipmentType.WEAPON:
LoadWeapons(technologies);
break;
}
if (_availableEquipments.Count > 10)
{
_maxVisible = 10;
_scrollBarVisible = true;
_scrollBar.SetAmountOfItems(_availableEquipments.Count);
}
else
{
_maxVisible = _availableEquipments.Count;
_scrollBarVisible = false;
_scrollBar.TopIndex = 0;
}
SetControlsAndWindow();
RefreshLabels();
}