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C# AIHeroClient.LastMovChangeTime方法代码示例

本文整理汇总了C#中AIHeroClient.LastMovChangeTime方法的典型用法代码示例。如果您正苦于以下问题:C# AIHeroClient.LastMovChangeTime方法的具体用法?C# AIHeroClient.LastMovChangeTime怎么用?C# AIHeroClient.LastMovChangeTime使用的例子?那么恭喜您, 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.LastMovChangeTime方法的10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: GetPrediction

 /// <summary>
 ///     Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</param>
 /// <param name="radius">Spell radius</param>
 /// <param name="ringRadius">Ring radius</param>
 /// <param name="delay">Spell delay</param>
 /// <param name="missileSpeed">Spell missile speed</param>
 /// <param name="range">Spell range</param>
 /// <param name="collisionable">Spell collisionable</param>
 /// <returns>Prediction result as <see cref="Prediction.Result" /></returns>
 public static Prediction.Result GetPrediction(AIHeroClient target, float radius, float ringRadius, float delay,
     float missileSpeed, float range, bool collisionable)
 {
     return GetPrediction(target, radius, ringRadius, delay, missileSpeed, range, collisionable,
         target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(),
         ObjectManager.Player.ServerPosition.LSTo2D(), ObjectManager.Player.ServerPosition.LSTo2D());
 }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:18,代码来源:RingPrediction.cs

示例2: SPredictionCastVector

        /// <summary>
        ///     Spell extension for cast vector spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="vectorLenght">Vector lenght</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastVector(this Spell s, AIHeroClient t, float vectorLenght, HitChance hc,
            int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction == 1)
                throw new NotSupportedException("Vector Prediction not supported in Common prediction");

            if (minHit > 1)
                return SPredictionCastAoeVector(s, vectorLenght, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            var avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt = t.LastMovChangeTime();
            var avgp = t.AvgPathLenght();
            var result = VectorPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, vectorLenght,
                t.GetWaypoints(), avgt, movt, avgp, s.RangeCheckFrom.LSTo2D());

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastSourcePosition, result.CastTargetPosition);
                return true;
            }

            return false;
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:41,代码来源:SpellExtensions.cs

示例3: GetPrediction

 /// <summary>
 ///     Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</param>
 /// <param name="width">Vector width</param>
 /// <param name="delay">Spell delay</param>
 /// <param name="vectorSpeed">Vector speed</param>
 /// <param name="range">Spell range</param>
 /// <param name="vectorLenght">Vector lenght</param>
 /// <returns>Prediction result as <see cref="Prediction.Vector.Result" /></returns>
 public static Result GetPrediction(AIHeroClient target, float width, float delay, float vectorSpeed, float range,
     float vectorLenght)
 {
     return GetPrediction(target, width, delay, vectorSpeed, range, vectorSpeed, target.GetWaypoints(),
         target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(),
         ObjectManager.Player.ServerPosition.LSTo2D());
 }
开发者ID:CONANLXF,项目名称:AIO,代码行数:17,代码来源:VectorPrediction.cs

示例4: SPredictionCast

        /// <summary>
        ///     Spell extension for cast spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCast(this Spell s, AIHeroClient t, HitChance hc, int reactionIgnoreDelay = 0,
            byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            if (t == null)
                return s.Cast();

            if (!s.IsSkillshot)
                return s.Cast(t) == Spell.CastStates.SuccessfullyCasted;

            #region if common prediction selected

            if (ConfigMenu.SelectedPrediction == 1)
            {
                var pout = s.GetPrediction(t, minHit > 1);

                if (minHit > 1)
                    if (pout.AoeTargetsHitCount >= minHit)
                        return s.Cast(pout.CastPosition);
                    else return false;

                if (pout.Hitchance >= hc)
                    return s.Cast(pout.CastPosition);
                return false;
            }

            #endregion

            if (minHit > 1)
                return SPredictionCastAoe(s, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            var avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt = t.LastMovChangeTime();
            var avgp = t.AvgPathLenght();
            var waypoints = t.GetWaypoints();

            Prediction.Result result;

            switch (s.Type)
            {
                case SkillshotType.SkillshotLine:
                    result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints,avgt, movt, avgp, t.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
                    break;
                case SkillshotType.SkillshotCircle:
                    result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
                    break;
                case SkillshotType.SkillshotCone:
                    result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
                    break;
                default:
                    throw new InvalidOperationException("Unknown spell type");
            }

            Drawings.s_DrawTick = Utils.TickCount;
            Drawings.s_DrawPos = result.CastPosition;
            Drawings.s_DrawHitChance = result.HitChance.ToString();
            Drawings.s_DrawDirection = (result.CastPosition - s.From.LSTo2D()).LSNormalized().LSPerpendicular();
            Drawings.s_DrawWidth = (int) s.Width;

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return true;
            }

            return false;
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:83,代码来源:SpellExtensions.cs

示例5: SPredictionCastRing

        /// <summary>
        ///     Spell extension for cast vector spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="ringRadius">Ring Radius</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastRing(this Spell s, AIHeroClient t, float ringRadius, HitChance hc,
            bool onlyEdge = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null,
            float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction == 1)
                throw new NotSupportedException("Vector Prediction not supported in Common prediction");

            if (minHit > 1)
                throw new NotSupportedException("Ring aoe prediction not supported yet");

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            var avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt = t.LastMovChangeTime();
            var avgp = t.AvgPathLenght();
            Prediction.Result result;
            if (onlyEdge)
                result = RingPrediction.GetPrediction(t, s.Width, ringRadius, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, s.From.LSTo2D(), rangeCheckFrom.Value.LSTo2D());
            else
                result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range + ringRadius, s.Collision, t.GetWaypoints(), avgt, movt, avgp, 360, s.From.LSTo2D(), rangeCheckFrom.Value.LSTo2D());

            Drawings.s_DrawTick = Utils.TickCount;
            Drawings.s_DrawPos = result.CastPosition;
            Drawings.s_DrawHitChance = result.HitChance.ToString();
            Drawings.s_DrawDirection = (result.CastPosition - s.From.LSTo2D()).LSNormalized().LSPerpendicular();
            Drawings.s_DrawWidth = (int) ringRadius;
            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return true;
            }

            return false;
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:50,代码来源:SpellExtensions.cs

示例6: GetVectorSPrediction

 /// <summary>
 ///     Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <param name="vectorLenght">Vector Lenght</param>
 /// <returns>Prediction result as <see cref="Prediction.Vector.Result" /></returns>
 public static VectorPrediction.Result GetVectorSPrediction(this Spell s, AIHeroClient target, float vectorLenght)
 {
     return VectorPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, vectorLenght,
         target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(),
         s.RangeCheckFrom.LSTo2D());
 }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:12,代码来源:SpellExtensions.cs

示例7: GetSPrediction

        /// <summary>
        ///     Gets Prediction result
        /// </summary>
        /// <param name="target">Target</param>
        /// <returns>Prediction result as <see cref="Prediction.Result" /></returns>
        public static Prediction.Result GetSPrediction(this Spell s, AIHeroClient target)
        {
            #region if common prediction selected

            if (ConfigMenu.SelectedPrediction == 1)
            {
                var pred = s.GetPrediction(target);
                var result = new Prediction.Result(new Prediction.Input(target, s), target, pred.CastPosition.LSTo2D(),
                    pred.UnitPosition.LSTo2D(), pred.Hitchance, default(Collision.Result));
                result.Lock(false);
                return result;
            }

            #endregion

            switch (s.Type)
            {
                case SkillshotType.SkillshotLine:
                    return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision,
                        target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(),
                        target.AvgPathLenght(), target.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
                case SkillshotType.SkillshotCircle:
                    return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision,
                        target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(),
                        target.AvgPathLenght(), target.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
                case SkillshotType.SkillshotCone:
                    return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision,
                        target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(),
                        target.AvgPathLenght(), target.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
            }

            throw new NotSupportedException("Unknown skill shot type");
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:38,代码来源:SpellExtensions.cs

示例8: GetArcSPrediction

 /// <summary>
 ///     Gets Prediction result
 /// </summary>
 /// <param name="target">Target</param>
 /// <returns>Prediction result as <see cref="Prediction.Result" /></returns>
 public static Prediction.Result GetArcSPrediction(this Spell s, AIHeroClient target)
 {
     return ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision,
         target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(),
         target.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D());
 }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:11,代码来源:SpellExtensions.cs

示例9: SPredictionCastArc

        /// <summary>
        ///     Spell extension for cast arc spell with SPrediction
        /// </summary>
        /// <param name="s">Spell to cast</param>
        /// <param name="t">Target for spell</param>
        /// <param name="hc">Minimum HitChance to cast</param>
        /// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
        /// <param name="minHit">Minimum Hit Count to cast</param>
        /// <param name="rangeCheckFrom">Position where spell will be casted from</param>
        /// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
        /// <returns>true if spell has casted</returns>
        public static bool SPredictionCastArc(this Spell s, AIHeroClient t, EloBuddy.SDK.Enumerations.HitChance hc, bool arconly = true,
            int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
        {
            if (ConfigMenu.SelectedPrediction == 1)
                throw new NotSupportedException("Arc Prediction not supported in Common prediction");

            if (minHit > 1)
                return SPredictionCastAoeArc(s, minHit);

            if (t.HealthPercent > filterHPPercent)
                return false;

            if (rangeCheckFrom == null)
                rangeCheckFrom = ObjectManager.Player.ServerPosition;

            var avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
            float movt = t.LastMovChangeTime();
            var avgp = t.AvgPathLenght();
            var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision,
                t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.LSTo2D(), s.RangeCheckFrom.LSTo2D(), arconly);

            if (result.HitChance >= hc)
            {
                s.Cast(result.CastPosition);
                return true;
            }

            return false;
        }
开发者ID:yMeliodasNTD,项目名称:PortAIO,代码行数:40,代码来源:SpellExtensions.cs

示例10: GetPrediction

 /// <summary>
 ///     Gets Prediction result
 /// </summary>
 /// <param name="target">Target for spell</param>
 /// <param name="width">Spell width</param>
 /// <param name="delay">Spell delay</param>
 /// <param name="missileSpeed">Spell missile speed</param>
 /// <param name="range">Spell range</param>
 /// <param name="collisionable">Spell collisionable</param>
 /// <param name="type">Spell skillshot type</param>
 /// <param name="from">Spell casted position</param>
 /// <returns>Prediction result as <see cref="Prediction.Result" /></returns>
 internal static Result GetPrediction(AIHeroClient target, float width, float delay, float missileSpeed,
     float range, bool collisionable, SkillshotType type)
 {
     return GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), ObjectManager.Player.ServerPosition.LSTo2D(), ObjectManager.Player.ServerPosition.LSTo2D());
 }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:17,代码来源:Prediction.cs


注:本文中的AIHeroClient.LastMovChangeTime方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。