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C# AIHeroClient.IsDashing方法代码示例

本文整理汇总了C#中AIHeroClient.IsDashing方法的典型用法代码示例。如果您正苦于以下问题:C# AIHeroClient.IsDashing方法的具体用法?C# AIHeroClient.IsDashing怎么用?C# AIHeroClient.IsDashing使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在AIHeroClient的用法示例。


在下文中一共展示了AIHeroClient.IsDashing方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: HandleQ

        private static void HandleQ(AIHeroClient comboTarget)
        {
            var QPrediction = spells[SpellSlot.Q].GetPrediction(comboTarget);

            if (QPrediction.Hitchance >= HitChance.High)
            {
                if (spells[SpellSlot.Q].GetDamage(comboTarget) > comboTarget.Health + 15 &&
                    getCheckBoxItem(comboMenu, "dz191.bard.combo.qks"))
                {
                    spells[SpellSlot.Q].Cast(QPrediction.CastPosition);
                    return;
                }

                var QPushDistance = getSliderItem(miscMenu, "dz191.bard.misc.distance");
                var QAccuracy = getSliderItem(miscMenu, "dz191.bard.misc.accuracy");
                var PlayerPosition = ObjectManager.Player.ServerPosition;

                var BeamStartPositions = new List<Vector3>
                {
                    QPrediction.CastPosition,
                    QPrediction.UnitPosition,
                    comboTarget.ServerPosition,
                    comboTarget.Position
                };

                if (comboTarget.IsDashing())
                {
                    BeamStartPositions.Add(comboTarget.GetDashInfo().EndPos);
                }

                var PositionsList = new List<Vector3>();
                var CollisionPositions = new List<Vector3>();

                foreach (var position in BeamStartPositions)
                {
                    var collisionableObjects = spells[SpellSlot.Q].GetCollision(position.LSTo2D(),
                        new List<Vector2> { position.LSExtend(PlayerPosition, -QPushDistance).LSTo2D() });

                    if (collisionableObjects.Any())
                    {
                        if (collisionableObjects.Any(h => h is AIHeroClient) &&
                            collisionableObjects.All(h => h.LSIsValidTarget()))
                        {
                            spells[SpellSlot.Q].Cast(QPrediction.CastPosition);
                            break;
                        }

                        for (var i = 0; i < QPushDistance; i += (int)comboTarget.BoundingRadius)
                        {
                            CollisionPositions.Add(position.LSExtend(PlayerPosition, -i));
                        }
                    }

                    for (var i = 0; i < QPushDistance; i += (int)comboTarget.BoundingRadius)
                    {
                        PositionsList.Add(position.LSExtend(PlayerPosition, -i));
                    }
                }

                if (PositionsList.Any())
                {
                    //We don't want to divide by 0 Kappa
                    var WallNumber = PositionsList.Count(p => p.LSIsWall()) * 1.3f;
                    var CollisionPositionCount = CollisionPositions.Count;
                    var Percent = (WallNumber + CollisionPositionCount) / PositionsList.Count;
                    var AccuracyEx = QAccuracy / 100f;
                    if (Percent >= AccuracyEx)
                    {
                        spells[SpellSlot.Q].Cast(QPrediction.CastPosition);
                    }
                }
            }
            else if (QPrediction.Hitchance == HitChance.Collision)
            {
                var QCollision = QPrediction.CollisionObjects;
                if (QCollision.Count == 1)
                {
                    spells[SpellSlot.Q].Cast(QPrediction.CastPosition);
                }
            }
        }
开发者ID:yashine59fr,项目名称:PortAIO-1,代码行数:81,代码来源:Program.cs

示例2: IsCondemnable

        public static bool IsCondemnable(AIHeroClient hero)
        {
            if (!hero.IsValidTarget(550f) || hero.HasBuffOfType(BuffType.SpellShield) ||
                hero.HasBuffOfType(BuffType.SpellImmunity) || hero.IsDashing())
                return false;

            //values for pred calc pP = player position; p = enemy position; pD = push distance
            var pP = ObjectManager.Player.ServerPosition;
            var p = hero.ServerPosition;
            var pD = MenuGenerator.EMenu["EPushDist"].Cast<Slider>().CurrentValue;
            var mode = MenuGenerator.EMenu["EMode"].Cast<Slider>().CurrentValue;

            if (mode == 0 && (IsCollisionable(p.ExtendVector3(pP, -pD)) || IsCollisionable(p.ExtendVector3(pP, -pD / 2f)) ||
                 IsCollisionable(p.ExtendVector3(pP, -pD / 3f))))
            {
                if (!hero.CanMove ||
                    (hero.Spellbook.IsAutoAttacking))
                    return true;

                var enemiesCount = ObjectManager.Player.CountEnemiesInRange(1200);
                if (enemiesCount > 1 && enemiesCount <= 3)
                {
                    Spell.Skillshot E = new Spell.Skillshot(SpellSlot.E, 550, SkillShotType.Linear, (int) 0.25f, (int?) 2200f);
                    var prediction = E.GetPrediction(hero);
                    for (var i = 15; i < pD; i += 75)
                    {
                        var posFlags = NavMesh.GetCollisionFlags(
                            prediction.UnitPosition.To2D()
                                .Extend(
                                    pP.To2D(),
                                    -i)
                                .To3D());
                        if (posFlags.HasFlag(CollisionFlags.Wall) || posFlags.HasFlag(CollisionFlags.Building))
                        {
                            return true;
                        }
                    }
                    return false;
                }
                else
                {
                    var hitchance = MenuGenerator.EMenu["EHitchance"].Cast<Slider>().CurrentValue;
                    var angle = 0.20 * hitchance;
                    const float travelDistance = 0.5f;
                    var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                    var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                        (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                    for (var i = 15; i < pD; i += 100)
                    {
                        if (IsCollisionable(pP.To2D().Extend(alpha,
                                i)
                            .To3D()) && IsCollisionable(pP.To2D().Extend(beta, i).To3D()))
                            return true;
                    }
                    return false;
                }
            }

            if (mode == 1 &&
                (IsCollisionable(p.ExtendVector3(pP, -pD)) || IsCollisionable(p.ExtendVector3(pP, -pD / 2f)) ||
                 IsCollisionable(p.ExtendVector3(pP, -pD / 3f))))
            {
                if (!hero.CanMove ||
                    (hero.Spellbook.IsAutoAttacking))
                    return true;

                var hitchance = MenuGenerator.EMenu["EHitchance"].Cast<Slider>().CurrentValue;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

                for (var i = 15; i < pD; i += 100)
                {
                    if (IsCollisionable(pP.To2D().Extend(alpha,
                            i)
                        .To3D()) && IsCollisionable(pP.To2D().Extend(beta, i).To3D()))
                        return true;
                }
                return false;
            }

            if (mode == 8)
            {
                if (!hero.CanMove ||
                    (hero.Spellbook.IsAutoAttacking))
                    return true;

                var hitchance = MenuGenerator.EMenu["EHitchance"].Cast<Slider>().CurrentValue;
                var angle = 0.20 * hitchance;
                const float travelDistance = 0.5f;
                var alpha = new Vector2((float)(p.X + travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X + travelDistance * Math.Sin(Math.PI / 180 * angle)));
                var beta = new Vector2((float)(p.X - travelDistance * Math.Cos(Math.PI / 180 * angle)),
                    (float)(p.X - travelDistance * Math.Sin(Math.PI / 180 * angle)));

//.........这里部分代码省略.........
开发者ID:roaxtreil,项目名称:EBRepo,代码行数:101,代码来源:CondemnLogicProvider.cs

示例3: QLogic

        //------------------------------------|| Methods ||--------------------------------------

        //--------------------------------------QLogic()-----------------------------------------

        void QLogic(AIHeroClient Target)
        {
            if (combo.IsActive("w.beforeq") && W.IsReady())
            {
                if (Target.IsDashing()) { W.Cast(); Core.DelayAction(() => Q.Cast(Target), Game.Ping + W.CastDelay); }
                if (Player.Distance(Target) >= Player.GetAutoAttackRange(Target)) { W.Cast(); Core.DelayAction(() => Q.Cast(Target), Game.Ping + W.CastDelay); }
                if (Target.HealthPercent <= 30) { W.Cast(); Core.DelayAction(() => Q.Cast(Target), Game.Ping + W.CastDelay); }
                if (Player.HealthPercent <= 30) { W.Cast(); Core.DelayAction(() => Q.Cast(Target), Game.Ping + W.CastDelay); }
                if (damageManager.SpellDamage(Target, SpellSlot.Q) >= Target.Health) { W.Cast(); Core.DelayAction(() => Q.Cast(Target), Game.Ping + W.CastDelay); }
            }

            else
            {
                if (Target.IsDashing()) Q.Cast(Target);
                if (Player.Distance(Target) >= Player.GetAutoAttackRange(Target)) Q.Cast(Target);
                if (Target.HealthPercent <= 30) Q.Cast(Target);
                if (Player.HealthPercent <= 30) Q.Cast(Target);
                if (damageManager.SpellDamage(Target, SpellSlot.Q) >= Target.Health) Q.Cast(Target);
            }
        }
开发者ID:,项目名称:,代码行数:24,代码来源:

示例4: CanICastE

        /// <summary>
        /// Returns true if all 3 condemn vectors have wall collision flags
        /// </summary>
        /// <param name="unit">Target</param>
        /// <param name="range">Push distance</param>
        /// <returns>Returns true if vectors have wall collision flags</returns>
        public static bool CanICastE(AIHeroClient unit, float range)
        {
            if (unit == null || !unit.IsECastableOnEnemy() || unit.IsDashing())
                return false;

            var accuracy = Config.CondemnMenu.EMethod;
            var position = Prediction.PredictUnitPosition(unit, 200);

            if (!unit.CanMove)
            {
                for (var i = 25; i < range + 50; i += 50)
                {
                    var vec = unit.ServerPosition.Extend(Player.Instance.ServerPosition, -Math.Min(i, range));
                    if (vec.IsWall())
                    {
                        return true;
                    }
                }
            }
            else
            {
                switch (accuracy)
                {
                    case 0:
                    {
                        for (var i = Config.CondemnMenu.PushDistance; i >= 100; i -= 100)
                        {
                            var vec = position.Extend(Player.Instance.ServerPosition, -i);
                            var left = new Vector2[5];
                            var right = new Vector2[5];
                            var var = 18*i/100;

                            for (var x = 0; x < 5; x++)
                            {
                                left[x] =
                                    position.Extend(
                                        vec + (position - vec).Normalized().Rotated((float) ToRadian(Math.Max(0, var)))*
                                        Math.Abs(i < 200 ? 50 : 45*x), i);
                                right[x] =
                                    position.Extend(
                                        vec +
                                        (position - vec).Normalized().Rotated((float) ToRadian(-Math.Max(0, var)))*
                                        Math.Abs(i < 200 ? 50 : 45*x), i);
                                }
                            if (left[0].IsWall() && right[0].IsWall() && left[1].IsWall() && right[1].IsWall() &&
                                left[2].IsWall() && right[2].IsWall() && left[3].IsWall() && right[3].IsWall() &&
                                left[4].IsWall() && right[4].IsWall() && vec.IsWall())
                            {
                                return true;
                            }
                        }
                        break;
                    }
                    case 1:
                    {
                        for (var i = 25; i < range + 50; i += 50)
                        {
                            var vec = position.Extend(Player.Instance.ServerPosition, -Math.Min(i, range));
                            if (vec.IsWall())
                            {
                                return true;
                            }
                        }
                        break;
                    }
                    default:
                    {
                        return false;
                    }
                }
            }
            return false;
        }
开发者ID:FireBuddy,项目名称:EloBuddy-Addons,代码行数:79,代码来源:Helpers.cs


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