- Add a line of sight check
- Add Package dir to gitignore - Limit distance
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -32,6 +32,7 @@ bld/
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[Oo]ut/
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[Ll]og/
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[Ll]ogs/
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[Pp]ackage/
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# Visual Studio 2015/2017 cache/options directory
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.vs/
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@@ -23,8 +23,8 @@ namespace DrakiaXYZ.LootRadius.Helpers
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"Loot Radius",
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2f,
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new ConfigDescription(
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"The distance to include loot from. Note that increasing this may result in pulling loot through walls/floors",
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null,
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"The distance to include loot from",
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new AcceptableValueRange<float>(0f, 10f),
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new ConfigurationManagerAttributes { })));
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RecalcOrder();
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@@ -75,13 +75,14 @@ namespace DrakiaXYZ.LootRadius.Patches
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// Collect the items around the player, and add them to the fake stash
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var grid = _stash.Grids[0];
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Vector3 playerPosition = Singleton<GameWorld>.Instance.MainPlayer.Position;
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playerPosition += (Vector3.up * 0.5f);
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Collider[] colliders = Physics.OverlapSphere(playerPosition, Settings.LootRadius.Value, _interactiveLayerMask);
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if (colliders.Length > 0)
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{
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foreach (Collider collider in colliders)
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{
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var item = collider.gameObject.GetComponentInParent<LootItem>();
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if (item != null && item.Item.Parent.Container != grid)
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if (item != null && item.Item.Parent.Container != grid && (IsCloseEnough(item.transform.position) || IsLineOfSight(item.transform.position)))
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{
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item.Item.OriginalAddress = item.Item.CurrentAddress;
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_removeMethod.Invoke(item.Item.CurrentAddress, new object[] { item.Item, string.Empty, false });
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@@ -97,5 +98,36 @@ namespace DrakiaXYZ.LootRadius.Patches
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_rightPaneField.SetValue(ItemUiContext.Instance, new LootItemClass[] { _stash });
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}
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/**
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* Return true if the item is close enough to the player's feet to bypass the line of sight check
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*/
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private static bool IsCloseEnough(Vector3 endPos)
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{
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float sqDist = (Singleton<GameWorld>.Instance.MainPlayer.Position - endPos).sqrMagnitude;
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if (sqDist < 0.5f)
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{
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return true;
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}
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return false;
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}
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/**
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* Return true if the end position is within line of sight of the player
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*/
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private static bool IsLineOfSight(Vector3 endPos)
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{
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// Start at the player's head
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Vector3 startPos = Singleton<GameWorld>.Instance.MainPlayer.MainParts[BodyPartType.head].Position;
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// LineCast returns true if it hits a HighPolyCollider, indicating the item isn't within line of sight of the player's head
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if (Physics.Linecast(startPos, endPos, LayerMaskClass.HighPolyWithTerrainMask))
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{
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return false;
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}
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return true;
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}
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}
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}
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