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2024-05-21 19:10:17 +01:00

70 lines
1.7 KiB
C#

using SPT.SinglePlayer.Models.RaidFix;
using Comfort.Common;
using EFT;
using EFT.InventoryLogic;
using System.Collections.Generic;
using System.Linq;
namespace SPT.SinglePlayer.Utils.Insurance
{
public class InsuredItemManager
{
private static InsuredItemManager _instance;
private List<Item> _items;
public static InsuredItemManager Instance
{
get
{
if (_instance == null)
{
_instance = new InsuredItemManager();
}
return _instance;
}
}
public void Init()
{
_items = Singleton<GameWorld>.Instance?.MainPlayer?.Profile?.Inventory?.AllRealPlayerItems?.ToList();
}
public List<SPTInsuredItemClass> GetTrackedItems()
{
var itemsToSend = new List<SPTInsuredItemClass>();
if (_items == null || !_items.Any())
{
return itemsToSend;
}
foreach (var item in _items)
{
var aki = new SPTInsuredItemClass
{
id = item.Id
};
var dura = item.GetItemComponent<RepairableComponent>();
if (dura != null)
{
aki.durability = dura.Durability;
aki.maxDurability = dura.MaxDurability;
}
var faceshield = item.GetItemComponent<FaceShieldComponent>();
if (faceshield != null)
{
aki.hits = faceshield.Hits;
}
itemsToSend.Add(aki);
}
return itemsToSend;
}
}
}