Table of Contents

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

IBuildable

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

uint

Instigator

Player that destroyed the buildable.

WarfarePlayer? Instigator { get; }

Property Value

WarfarePlayer

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

Team

IsOnVehicle

If this buildable was placed on a vehicle.

bool IsOnVehicle { get; }

Property Value

bool

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

ushort

Remarks

Also known as 'plant'.

WasSalvaged

If the buildable was salvaged.

bool WasSalvaged { get; }

Property Value

bool