minor cleanup and optimizations

This commit is contained in:
Magnus von Wachenfeldt 2017-12-08 00:58:05 +01:00
parent 76dc99eb62
commit f30c8dd5a0

View File

@ -11,11 +11,9 @@ namespace TarkovHax
{
public TarkovHaxBehaviour()
{
_randomizer = new System.Random();
}
public GameObject GameObjectHolder;
private System.Random _randomizer;
private GameObject GameObjectHolder;
private IEnumerable<Player> _players;
private IEnumerable<LootableContainer> _lootableContainers;
@ -87,15 +85,14 @@ namespace TarkovHax
private void OpenDoors()
{
var doors = FindObjectsOfType<Door>();
foreach (var door in doors)
foreach (var door in doors.Where(d => d.DoorState == WorldInteractiveObject.EDoorState.Locked))
{
if (door.DoorState == WorldInteractiveObject.EDoorState.Locked)
{
door.DoorState = WorldInteractiveObject.EDoorState.Shut;
}
door.DoorState = WorldInteractiveObject.EDoorState.Shut;
}
}
// TODO: draw in direction player is looking
// TODO: investigate why not all corpses are lootable
private void TeleportItemsToPlayer()
{
var lootItems = FindObjectsOfType<LootItem>();
@ -104,11 +101,12 @@ namespace TarkovHax
foreach (var lootItem in lootItems)
{
var newPosition = new Vector3(
Camera.main.transform.position.x + xOffset,
Camera.main.transform.position.y,
Camera.main.transform.position.z + yOffset);
Camera.main.transform.position.x + xOffset,
Camera.main.transform.position.y,
Camera.main.transform.position.z + yOffset);
lootItem.transform.position = newPosition;
xOffset += 0.1f;
yOffset += 0.1f;
}
@ -149,11 +147,8 @@ namespace TarkovHax
private void DrawLootableContainers()
{
foreach (var lootableContainer in _lootableContainers)
foreach (var lootableContainer in _lootableContainers.Where(lc => lc.name == "weapon_box_cover"))
{
if (lootableContainer.name != "weapon_box_cover")
continue;
float distanceToObject = Vector3.Distance(Camera.main.transform.position, lootableContainer.transform.position);
var viewTransform = new Vector3(
Camera.main.WorldToScreenPoint(lootableContainer.transform.position).x,
@ -175,24 +170,24 @@ namespace TarkovHax
{
foreach (var player in _players)
{
float distanceToObject = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
var playerBoundingVector = new Vector3(
Camera.main.WorldToScreenPoint(player.Transform.position).x,
Camera.main.WorldToScreenPoint(player.Transform.position).y,
Camera.main.WorldToScreenPoint(player.Transform.position).z);
var playerHeadVector = new Vector3(
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
float distanceToObject = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
float boxXOffset = Camera.main.WorldToScreenPoint(player.Transform.position).x;
float boxYOffset = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
float boxHeight = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
float boxWidth = boxHeight * 0.65f;
if (distanceToObject <= _maxDrawingDistance && playerBoundingVector.z > 0.01)
{
{
var playerHeadVector = new Vector3(
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y,
Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
float boxXOffset = Camera.main.WorldToScreenPoint(player.Transform.position).x;
float boxYOffset = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
float boxHeight = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
float boxWidth = boxHeight * 0.65f;
var playerColor = player.AIData != null && player.AIData.IsAI ? Color.cyan : Color.red;
var espColor = player.Profile.Health.IsAlive ? playerColor : Color.white;
GUI.color = espColor;
@ -208,10 +203,6 @@ namespace TarkovHax
var playerTextVector = GUI.skin.GetStyle(playerText).CalcSize(new GUIContent(playerText));
GUI.Label(new Rect(playerBoundingVector.x - playerTextVector.x / 2f, (float)Screen.height - boxYOffset - 20f, 300f, 50f), playerText);
//var weaponInfoStyle = GUI.skin.GetStyle(player.Weapon.Template.ShortName);
//var weaponInfoVector = weaponInfoStyle.CalcSize(new GUIContent(player.Weapon.Template.ShortName));
//GUI.Label(new Rect(playerBoundingVector.x - weaponInfoVector.x / 2f, (float)Screen.height - playerBoundingVector.y + 2f, 300f, 20f), player.Weapon.Template.ShortName);
}
}
}