public CorpseStruct(LootItem corpse) { _corpse = corpse; _objectName = "Corpse";// _corpse.Item.ShortName.Localized(); _positionBase = LocalGameWorld.W2S(_corpse.transform.position); _distance = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _corpse.transform.position); }
public ItemStruct(LootItem item) { _lootItem = item; _objectName = _lootItem.Item.ShortName.Localized(); _positionBase = LocalGameWorld.W2S(_lootItem.transform.position); _distance = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _lootItem.transform.position); }
public ThrowableStruct(Throwable throwable) { _throwable = throwable; _objectName = _GenerateObjectName(_throwable.name);// _corpse.Item.ShortName.Localized(); _positionBase = LocalGameWorld.W2S(_throwable.transform.position); _distance = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _throwable.transform.position); }
public ExfiltrationStruct(ScavExfiltrationPoint exfil) { _scavExfil = exfil; _objectName = _scavExfil.Settings.Name.Localized(); _positionBase = LocalGameWorld.W2S(_scavExfil.transform.position); _distance = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _scavExfil.transform.position); _status = _scavExfil.Status; }
public static List <Vector3> GetPlayerBonePositions_inW2S(EFT.Player player) { List <Vector3> bones = GetPlayerBonePositions(player); List <Vector3> toReturn = new List <Vector3>(); for (int i = 0; i < bones.Count; i++) { _tempBonePos = LocalGameWorld.W2S(bones[i]); toReturn.Add(_tempBonePos); } return(toReturn); }
public PlayerStruct(EFT.Player player) { // this struct should be multithreaded, for the sake of performance and less loop lag _playerData = player; _itemInHands = _playerData.HandsController.Item.ShortName.Localized(); _getHealth = (int)_playerData.HealthController.GetBodyPartHealth(EBodyPart.Common).Current; _getHealthMax = (int)_playerData.HealthController.GetBodyPartHealth(EBodyPart.Common).Maximum; _distance = (int)Vector3.Distance(LocalGameWorld.MainCamera.transform.position, _playerData.Transform.position); _bonePositions = Bones.GetPlayerBonePositions_inW2S(_playerData); _getHealthProcent = (int)Math.Round(_getHealth / _getHealthMax * 100.0, 0); _positionHead = LocalGameWorld.W2S(_playerData.PlayerBody.PlayerBones.Head.position); _positionHead.y = Screen.height - _positionHead.y; _positionBase = LocalGameWorld.W2S(_playerData.Transform.position); _positionBase.y = Screen.height - _positionBase.y; _objectName = _playerData.Profile.Info.Nickname; // for now lets stay like this ;) }