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#include "RelicManager.h"
#include "Sdk.h"
#include "Renderer.h"
#include "Engine.h"
void RelicManager::OnNeutralUnit(Unit* unit)
{
}
void RelicManager::OnMenuMainWindow()
{
if (true)
{
relics.clear();
Player* gaia = Engine::Get()->GetPlayerByName("Gaia");
for (int i = 0; i < gaia->pObjectManager->Count; i++)
{
Unit* unit = gaia->pObjectManager->units[i];
if (!unit)
{
continue;
}
if (strcmp(unit->GetUnitData()->GetName(), "RELIC") == 0)
{
relics.push_back(unit);
}
}
}
ImGui::Separator();
ImGui::Text("Relics %d", relics.size());
if (relics.size() != 0)
{
if (ImGui::Button("<"))
{
currentRelic = (currentRelic - 1) % relics.size();
Engine::Get()->GetLocalPlayer()->SetCameraPosition(relics[currentRelic]->GetPosition());
}
ImGui::SameLine();
ImGui::Text("%d/%d", currentRelic + 1, relics.size());
ImGui::SameLine();
if (ImGui::Button(">"))
{
currentRelic = (currentRelic + 1) % relics.size();
Engine::Get()->GetLocalPlayer()->SetCameraPosition(relics[currentRelic]->GetPosition());
}
}
ImGui::Separator();
}
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