internal AbstractSingleActorSerializable(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type) { Img = actor.GetIcon(); ID = actor.UniqueID; Positions = new List <double>(); Type = type; foreach (Point3D pos in replay.PolledPositions) { (double x, double y) = map.GetMapCoord(pos.X, pos.Y); Positions.Add(x); Positions.Add(y); } }
internal AbstractSingleActorCombatReplayDescription(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type) { Start = replay.TimeOffsets.start; End = replay.TimeOffsets.end; Img = actor.GetIcon(); ID = actor.UniqueID; var positions = new List <float>(); Positions = positions; Type = type; foreach (Point3D pos in replay.PolledPositions) { (float x, float y) = map.GetMapCoord(pos.X, pos.Y); positions.Add(x); positions.Add(y); } }
internal AbstractSingleActorSerializable(AbstractSingleActor actor, ParsedEvtcLog log, CombatReplayMap map, CombatReplay replay, string type) { Img = actor.GetIcon(); ID = actor.UniqueID; Positions = new List <double>(); Type = type; foreach (Point3D pos in replay.PolledPositions) { (double x, double y) = map.GetMapCoord(pos.X, pos.Y); Positions.Add(x); Positions.Add(y); } if (actor.AgentItem.IsPlayer) { Dead = new List <long>(); Down = new List <long>(); Dc = new List <long>(); (IReadOnlyList <(long start, long end)> deads, IReadOnlyList <(long start, long end)> downs, IReadOnlyList <(long start, long end)> dcs) = actor.GetStatus(log); foreach ((long start, long end) in deads) { Dead.Add(start); Dead.Add(end); } foreach ((long start, long end) in downs) { Down.Add(start); Down.Add(end); } foreach ((long start, long end) in dcs) { Dc.Add(start); Dc.Add(end); } } }