using Comfort.Common; using EFT; using UnityEngine; namespace UniformAim { public class Utils { public static bool isPlaying = false; public static GameObject rootObject = null; public static bool checkIsReady() { var gameWorld = Singleton.Instance; var sessionResultPanel = Singleton.Instance; if (gameWorld == null || gameWorld.AllPlayers == null || gameWorld.AllPlayers.Count <= 0 || sessionResultPanel != null) { return false; } return true; } public static bool checkPlayerIsAlive() { var gameWorld = Singleton.Instance; var currentHealth = gameWorld.AllPlayers[0].HealthController.GetBodyPartHealth(EBodyPart.Common).Current; if (currentHealth > 0) { return true; } else { return false; } } public static GameObject SetRootObject() { string path = "Common UI/Common UI/SettingsScreen"; if(GameObject.Find(path) != null) { GameObject rootObject = GameObject.Find(path); return rootObject; } else { return null; } } public static int GetInGameFOV(GameObject root) { GameObject fovObject = root.transform.Find("Game Settings/Image/Other Settings/FOV/FOV").gameObject; int rootFOV = fovObject.GetComponent().CurrentValue(); return rootFOV; } public static float GetInGameSens(GameObject root) { GameObject sensObject = root.transform.Find("Control Settings/ControlPanel/Mouse Settings/Sensitivity Aiming Panel/Mouse Sensitivity Aiming").gameObject; float rootSens = sensObject.GetComponent().CurrentValue(); return rootSens; } } }