Пример #1
0
        private void OnPlayerDisconnected(Player player)
        {
            if (!WatcherEnabled)
            {
                return;
            }
            var message = string.Format(Left, player.Name);

            if (LogToConsole)
            {
                Log(message);
            }

            if (!LeaveEnabled)
            {
                return;
            }

            if (HideList.Contains(player.Id.ToString()))
            {
                return;
            }

            if (ShowChatPrefixW)
            {
                message = $"[{ChatPrefixColor}]{ChatPrefix}[FFFFFF]: {message}";
            }

            PrintToChat(message);
        }
Пример #2
0
        private void OnPlayerConnected(Player player)
        {
            if (player.Name == "Server" && player.Id == 9999999999)
            {
                return;
            }

            if (!WatcherEnabled)
            {
                return;
            }
            var message = string.Format(Joined, player.Name);

            if (LogToConsole)
            {
                Log(message);
            }

            if (!JoinEnabled)
            {
                return;
            }

            if (HideList.Contains(player.Id.ToString()))
            {
                return;
            }

            if (ShowChatPrefixW)
            {
                message = $"[{ChatPrefixColor}]{ChatPrefix}[FFFFFF]: {message}";
            }

            PrintToChat(message);
        }
Пример #3
0
        public Vector3 CalculateHidingPlace(BehaviourContext context, Vector3 enemy_Position)
        {
            float closestDistanceSqr = float.MaxValue;

            _hidingPlace  = context._position;
            _hidingPlaces = new HideList();

            for (int i = 0; i < _colliders.Count; i++)
            {
                Vector3 hidingPlace = CalculateHidingPlace(context, _colliders[i], enemy_Position);
                _hidingPlaces.Add(hidingPlace);

                float distanceToHidingPlace = (context._position - hidingPlace).sqrMagnitude;
                if (distanceToHidingPlace < closestDistanceSqr)
                {
                    closestDistanceSqr = distanceToHidingPlace;
                    _hidingPlace       = hidingPlace;
                }
            }
            return(_hidingPlace);
        }