minor cleanup and optimizations
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76dc99eb62
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@ -11,11 +11,9 @@ namespace TarkovHax
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{
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public TarkovHaxBehaviour()
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{
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_randomizer = new System.Random();
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}
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public GameObject GameObjectHolder;
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private System.Random _randomizer;
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private GameObject GameObjectHolder;
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private IEnumerable<Player> _players;
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private IEnumerable<LootableContainer> _lootableContainers;
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@ -87,15 +85,14 @@ namespace TarkovHax
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private void OpenDoors()
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{
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var doors = FindObjectsOfType<Door>();
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foreach (var door in doors)
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foreach (var door in doors.Where(d => d.DoorState == WorldInteractiveObject.EDoorState.Locked))
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{
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if (door.DoorState == WorldInteractiveObject.EDoorState.Locked)
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{
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door.DoorState = WorldInteractiveObject.EDoorState.Shut;
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}
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door.DoorState = WorldInteractiveObject.EDoorState.Shut;
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}
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}
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// TODO: draw in direction player is looking
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// TODO: investigate why not all corpses are lootable
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private void TeleportItemsToPlayer()
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{
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var lootItems = FindObjectsOfType<LootItem>();
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@ -104,11 +101,12 @@ namespace TarkovHax
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foreach (var lootItem in lootItems)
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{
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var newPosition = new Vector3(
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Camera.main.transform.position.x + xOffset,
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Camera.main.transform.position.y,
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Camera.main.transform.position.z + yOffset);
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Camera.main.transform.position.x + xOffset,
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Camera.main.transform.position.y,
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Camera.main.transform.position.z + yOffset);
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lootItem.transform.position = newPosition;
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xOffset += 0.1f;
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yOffset += 0.1f;
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}
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@ -149,11 +147,8 @@ namespace TarkovHax
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private void DrawLootableContainers()
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{
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foreach (var lootableContainer in _lootableContainers)
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foreach (var lootableContainer in _lootableContainers.Where(lc => lc.name == "weapon_box_cover"))
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{
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if (lootableContainer.name != "weapon_box_cover")
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continue;
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float distanceToObject = Vector3.Distance(Camera.main.transform.position, lootableContainer.transform.position);
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var viewTransform = new Vector3(
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Camera.main.WorldToScreenPoint(lootableContainer.transform.position).x,
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@ -175,24 +170,24 @@ namespace TarkovHax
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{
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foreach (var player in _players)
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{
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float distanceToObject = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
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var playerBoundingVector = new Vector3(
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Camera.main.WorldToScreenPoint(player.Transform.position).x,
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Camera.main.WorldToScreenPoint(player.Transform.position).y,
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Camera.main.WorldToScreenPoint(player.Transform.position).z);
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var playerHeadVector = new Vector3(
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x,
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y,
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
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float distanceToObject = Vector3.Distance(Camera.main.transform.position, player.Transform.position);
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float boxXOffset = Camera.main.WorldToScreenPoint(player.Transform.position).x;
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float boxYOffset = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
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float boxHeight = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
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float boxWidth = boxHeight * 0.65f;
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if (distanceToObject <= _maxDrawingDistance && playerBoundingVector.z > 0.01)
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{
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{
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var playerHeadVector = new Vector3(
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).x,
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y,
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Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).z);
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float boxXOffset = Camera.main.WorldToScreenPoint(player.Transform.position).x;
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float boxYOffset = Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y + 10f;
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float boxHeight = Math.Abs(Camera.main.WorldToScreenPoint(player.PlayerBones.Head.position).y - Camera.main.WorldToScreenPoint(player.Transform.position).y) + 10f;
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float boxWidth = boxHeight * 0.65f;
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var playerColor = player.AIData != null && player.AIData.IsAI ? Color.cyan : Color.red;
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var espColor = player.Profile.Health.IsAlive ? playerColor : Color.white;
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GUI.color = espColor;
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@ -208,10 +203,6 @@ namespace TarkovHax
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var playerTextVector = GUI.skin.GetStyle(playerText).CalcSize(new GUIContent(playerText));
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GUI.Label(new Rect(playerBoundingVector.x - playerTextVector.x / 2f, (float)Screen.height - boxYOffset - 20f, 300f, 50f), playerText);
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//var weaponInfoStyle = GUI.skin.GetStyle(player.Weapon.Template.ShortName);
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//var weaponInfoVector = weaponInfoStyle.CalcSize(new GUIContent(player.Weapon.Template.ShortName));
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//GUI.Label(new Rect(playerBoundingVector.x - weaponInfoVector.x / 2f, (float)Screen.height - playerBoundingVector.y + 2f, 300f, 20f), player.Weapon.Template.ShortName);
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}
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}
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}
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