Interface IBaseBuildableDestroyedEvent
- Namespace
- Uncreated.Warfare.Events.Models.Buildables
- Assembly
- Uncreated.Warfare.dll
Represents all event args in which a barricade or structure was destroyed or a destruction is/was requested.
public interface IBaseBuildableDestroyedEvent
Properties
Buildable
Buildable that was destroyed.
IBuildable Buildable { get; }
Property Value
DamageOrigin
Origin of the damage that caused the buildable to be destroyed.
EDamageOrigin DamageOrigin { get; }
Property Value
- EDamageOrigin
InstanceId
Instance Id of the buildable that was destroyed.
uint InstanceId { get; }
Property Value
Instigator
Player that destroyed the buildable.
WarfarePlayer? Instigator { get; }
Property Value
InstigatorId
Steam64 ID of the player that destroyed the buildable.
CSteamID InstigatorId { get; }
Property Value
- CSteamID
InstigatorTeam
The team that was responsible for the buildable being destroyed.
Team InstigatorTeam { get; }
Property Value
IsOnVehicle
If this buildable was placed on a vehicle.
bool IsOnVehicle { get; }
Property Value
PrimaryAsset
Primary item used to destroy the buildable.
IAssetLink<ItemAsset>? PrimaryAsset { get; }
Property Value
- IAssetLink<ItemAsset>
RegionPosition
Coordinate of the buildable region in it's corresponding region list.
RegionCoord RegionPosition { get; }
Property Value
- RegionCoord
SecondaryAsset
Secondary item used to destroy the buildable.
IAssetLink<ItemAsset>? SecondaryAsset { get; }
Property Value
- IAssetLink<ItemAsset>
Transform
The Unity model of the buildable.
Transform Transform { get; }
Property Value
- Transform
VehicleRegionIndex
The index of the vehicle region in SDG.Unturned.BarricadeManager.vehicleRegions. MaxValue if the buildable is not planted.
ushort VehicleRegionIndex { get; }
Property Value
Remarks
Also known as 'plant'.
WasSalvaged
If the buildable was salvaged.
bool WasSalvaged { get; }