/// <summary> /// Get the all AbilityToSimulation with this AbilityModel /// </summary> /// <param name="abiltyModel"></param> /// <returns></returns> public static List <AbilityToSimulation> GetAbilitySims(this AbilityModel abiltyModel) { Il2CppSystem.Collections.Generic.List <AbilityToSimulation> abilitySims = InGame.instance?.bridge?.GetAllAbilities(true); if (abilitySims is null || !abilitySims.Any()) { return(null); } List <AbilityToSimulation> results = abilitySims.Where(ability => ability.ability.abilityModel.IsEqual(abiltyModel)).ToSystemList(); return(results); }
public static List <BloonToSimulation> GetBloonSims(this BloonModel bloonModel) { Il2CppSystem.Collections.Generic.List <BloonToSimulation> bloonSims = InGame.instance?.GetUnityToSimulation()?.GetAllBloons(); if (bloonSims is null || !bloonSims.Any()) { return(null); } List <BloonToSimulation> results = bloonSims.Where(b => b.GetBaseModel().IsEqual(bloonModel)).ToList(); return(results); }
/// <summary> /// Get all TowerToSimulations with this TowerModel /// </summary> public static List <TowerToSimulation> GetTowerSims(this TowerModel towerModel) { Il2CppSystem.Collections.Generic.List <TowerToSimulation> towers = InGame.instance?.bridge?.GetAllTowers(); if (towers is null || !towers.Any()) { return(null); } List <TowerToSimulation> desiredTowers = towers.Where(towerSim => towerSim.tower.towerModel.name == towerModel.name).ToSystemList(); return(desiredTowers); }
/// <summary> /// Get all Projectile Simulations that have this ProjectileModel /// </summary> public static List <Projectile> GetProjectileSims(this ProjectileModel projectileModel) { Il2CppSystem.Collections.Generic.List <Projectile> projectileSims = InGame.instance?.bridge?.GetAllProjectiles(); if (projectileSims is null || !projectileSims.Any()) { return(null); } List <Projectile> results = projectileSims .Where(projectile => projectile.projectileModel.name == projectileModel.name).ToSystemList(); return(results); }