private void OnKillsCollectionChanged(object sender, NotifyCollectionChangedEventArgs e) { TeamKillCount = Kills.Count(k => k.KilledSide == k.KillerSide); KillCount = Kills.Count(k => k.KilledSide != k.KillerSide) - TeamKillCount - SuicideCount; HeadshotCount = Kills.Count(k => k.KilledSide != k.KillerSide && k.IsHeadshot); CrouchKillCount = Kills.Count(k => k.KilledSide != k.KillerSide && k.IsKillerCrouching); JumpKillCount = Kills.Count(k => k.KilledSide != k.KillerSide && k.KillerVelocityZ > 0); }
private void OnKillsCollectionChanged(object sender, NotifyCollectionChangedEventArgs e) { KillCount = Kills.Count; DeathCount = Kills.Count; TradeKillCount = Kills.Count(k => k.IsTradeKill); HeadshotCount = Kills.Count(k => k.IsHeadshot); EntryKillCount = Players.Sum(p => p.EntryKills.Count); CrouchKillCount = Players.Sum(p => p.CrouchKillCount); AssistCount = Kills.Count(k => k.AssisterSteamId != 0); JumpKillCount = Kills.Count(killEvent => killEvent.KillerVelocityZ > 0); KnifeKillCount = Kills.Count(killEvent => killEvent.Weapon.Element == EquipmentElement.Knife); TeamKillCount = Players.Sum(p => p.TeamKillCount); }
private void OnKillsCollectionChanged(object sender, NotifyCollectionChangedEventArgs e) { KillCount = Kills.Count; JumpKillCount = Kills.Count(killEvent => killEvent.KillerVelocityZ > 0); CrouchKillCount = Kills.Count(killEvent => killEvent.IsKillerCrouching); TradeKillCount = Kills.Count(k => k.IsTradeKill); var kills = Kills.Where(k => k.KillerSide != k.KilledSide && k.KillerSteamId != 0) .GroupBy(k => k.KillerSteamId) .Select(group => new { SteamId = group.Key, KillCount = group.Count() }).ToList(); OneKillCount = kills.Count(k => k.KillCount == 1); TwoKillCount = kills.Count(k => k.KillCount == 2); ThreeKillCount = kills.Count(k => k.KillCount == 3); FourKillCount = kills.Count(k => k.KillCount == 4); FiveKillCount = kills.Count(k => k.KillCount == 5); }