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EscapeFromTarkovCheat/Features/ESP/PlayerSkeletons.cs
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82
EscapeFromTarkovCheat/Features/ESP/PlayerSkeletons.cs
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using UnityEngine;
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using EscapeFromTarkovCheat.Data;
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using EscapeFromTarkovCheat.Utils;
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namespace EscapeFromTarkovCheat.Feauters.ESP
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{
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public static class PlayerSkeletons
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{
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public static void DrawSkeleton(GamePlayer gamePlayer, Color skeletonColor)
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{
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if (GameUtils.IsPlayerValid(gamePlayer.Player))
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{
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// 可视检查 : Visible
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// Color skeletonColor = GameUtils.IsPlayerVisible(gamePlayer.Player) ? Color.green : Color.red;
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// 头胸腹 : head, neck, chest, stomach
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Vector3 headPos = gamePlayer.GetBonePosition(BoneType.HumanHead);
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Vector3 neckPos = gamePlayer.GetBonePosition(BoneType.HumanNeck);
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Vector3 spinePos = gamePlayer.GetBonePosition(BoneType.HumanSpine3);
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Vector3 pelvisPos = gamePlayer.GetBonePosition(BoneType.HumanPelvis);
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// 左右手臂 : left arm, right arm
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Vector3 leftShoulderPos = gamePlayer.GetBonePosition(BoneType.HumanLCollarbone);
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Vector3 leftUpperArmPos = gamePlayer.GetBonePosition(BoneType.HumanLUpperarm);
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Vector3 leftElbowPos = gamePlayer.GetBonePosition(BoneType.HumanLForearm1);
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Vector3 leftForearmPos = gamePlayer.GetBonePosition(BoneType.HumanLForearm2);
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Vector3 leftHandPos = gamePlayer.GetBonePosition(BoneType.HumanLPalm);
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Vector3 rightShoulderPos = gamePlayer.GetBonePosition(BoneType.HumanRCollarbone);
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Vector3 rightUpperArmPos = gamePlayer.GetBonePosition(BoneType.HumanRUpperarm);
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Vector3 rightElbowPos = gamePlayer.GetBonePosition(BoneType.HumanRForearm1);
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Vector3 rightForearmPos = gamePlayer.GetBonePosition(BoneType.HumanRForearm2);
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Vector3 rightHandPos = gamePlayer.GetBonePosition(BoneType.HumanRPalm);
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// 左右腿足 : left leg, right leg
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Vector3 leftHipPos = gamePlayer.GetBonePosition(BoneType.HumanLThigh1);
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Vector3 leftThigh2Pos = gamePlayer.GetBonePosition(BoneType.HumanLThigh2);
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Vector3 leftKneePos = gamePlayer.GetBonePosition(BoneType.HumanLCalf);
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Vector3 leftCalfPos = gamePlayer.GetBonePosition(BoneType.HumanLCalf);
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Vector3 leftFootPos = gamePlayer.GetBonePosition(BoneType.HumanLFoot);
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Vector3 rightHipPos = gamePlayer.GetBonePosition(BoneType.HumanRThigh1);
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Vector3 rightThigh2Pos = gamePlayer.GetBonePosition(BoneType.HumanRThigh2);
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Vector3 rightKneePos = gamePlayer.GetBonePosition(BoneType.HumanRCalf);
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Vector3 rightCalfPos = gamePlayer.GetBonePosition(BoneType.HumanRCalf);
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Vector3 rightFootPos = gamePlayer.GetBonePosition(BoneType.HumanRFoot);
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// 绘制 : rendering
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// 头脖胸 : head, neck, chest
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Render.DrawBoneLine(headPos, neckPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(neckPos, spinePos, 1.5f, skeletonColor);
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Render.DrawBoneLine(spinePos, pelvisPos, 1.5f, skeletonColor);
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// 左右手臂 : left arm, right arm
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Render.DrawBoneLine(neckPos, leftShoulderPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftShoulderPos, leftUpperArmPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftUpperArmPos, leftElbowPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftElbowPos, leftForearmPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftForearmPos, leftHandPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(neckPos, rightShoulderPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightShoulderPos, rightUpperArmPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightUpperArmPos, rightElbowPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightElbowPos, rightForearmPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightForearmPos, rightHandPos, 1.5f, skeletonColor);
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// 左右腿足 : left leg, right leg
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Render.DrawBoneLine(pelvisPos, leftHipPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftHipPos, leftThigh2Pos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftThigh2Pos, leftKneePos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftKneePos, leftCalfPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(leftCalfPos, leftFootPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(pelvisPos, rightHipPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightHipPos, rightThigh2Pos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightThigh2Pos, rightKneePos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightKneePos, rightCalfPos, 1.5f, skeletonColor);
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Render.DrawBoneLine(rightCalfPos, rightFootPos, 1.5f, skeletonColor);
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}
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}
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}
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}
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