本文整理汇总了C#中GameObjectTeam类的典型用法代码示例。如果您正苦于以下问题:C# GameObjectTeam类的具体用法?C# GameObjectTeam怎么用?C# GameObjectTeam使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GameObjectTeam类属于命名空间,在下文中一共展示了GameObjectTeam类的15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: InitializeComponent
public void InitializeComponent()
{
// Initialize texture references
MasterMind.TextureLoader.Load(Resources.CooldownTracker, out _overlayRef);
// Initialize menu
Menu = MasterMind.Menu.AddSubMenu("Cooldown Tracker", longTitle: "Spell Cooldown Tracker");
Menu.AddGroupLabel("Information");
Menu.AddLabel("A spell cooldown tracker helps you in various ways ingame.");
Menu.AddLabel("It lets you visually see the remaining time the spells are on cooldown.");
Menu.AddLabel(string.Format("You can enable cooldown tracking for both, {0} and {1}.",
MasterMind.IsSpectatorMode ? "blue" : "allies", MasterMind.IsSpectatorMode ? "red team" : "enemies"));
Menu.AddSeparator();
TrackAllies = Menu.Add("allies", new CheckBox(string.Format("Track {0}", MasterMind.IsSpectatorMode ? "blue team" : "allies")));
TrackEnemies = Menu.Add("enemies", new CheckBox(string.Format("Track {0}", MasterMind.IsSpectatorMode ? "red team" : "enemies")));
DrawText = Menu.Add("cooldownText", new CheckBox("Draw cooldown time below spell indicator"));
// Initialize properties
OverlaySprite = new EloBuddy.SDK.Rendering.Sprite(() => OverlayTextre);
SpellCooldownText = new Text(string.Empty, new System.Drawing.Font(FontFamily.GenericSansSerif, 8, FontStyle.Regular))
{
Color = Color.GhostWhite
};
AlliedTeam = GameObjectTeam.Order;
if (!MasterMind.IsSpectatorMode)
{
AlliedTeam = Player.Instance.Team;
}
// Listen to required events
Drawing.OnEndScene += OnDraw;
}
示例2: Camp
//abstract stuff
protected Camp(byte campID,Vector3 pos, GameObjectTeam team)
{
campId = campID;
campPosition = pos;
side = team;
State = JungleCampState.Unknown;
}
示例3: IsInFountain
public static bool IsInFountain(Vector3 position, GameObjectTeam team)
{
float fountainRange = 1050;
if (Game.MapId == GameMapId.SummonersRift)
{
Vector3 vec3 = (team == GameObjectTeam.Order) ? new Vector3(363, 426, 182) : new Vector3(14340, 14390, 172);
return position.IsInRange(vec3, fountainRange);
}
return false;
}
示例4: Mobs
public Mobs(
int respawnTime,
Vector3 position,
string[] mobNames,
GameMapId MapID,
GameObjectTeam team)
{
this.RespawnTime = respawnTime;
this.Position = position;
this.MobNames = mobNames;
this.MapID = MapID;
this.Team = team;
this.ObjectsDead = new List<string>();
this.ObjectsAlive = new List<string>();
}
示例5: Gromp
public Gromp(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Gromp(1)
};
SpawnTime = TimeSpan.FromSeconds(115);
RespawnTimer = TimeSpan.FromSeconds(100);
bonusPrioLowLvl = -50;
bonusPrio = -20;
onRespawn();
worthSmiting = true;
}
示例6: Senitels
public Senitels(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Blue(1),
get_SRU_BlueMini(2),
get_SRU_BlueMini(3,true),
};
SpawnTime = TimeSpan.FromSeconds(115);
RespawnTimer = TimeSpan.FromSeconds(300);
useOverTime = false;
onRespawn();
}
示例7: CountEnemies
public static int CountEnemies(Vector3 from, float Range, GameObjectTeam team)
{
int Counter = 0;
List<Obj_AI_Hero> Enemies = null;
Enemies = ObjectHandler.Get<Obj_AI_Hero>().Where(t => t.IsEnemy && !t.IsDead).ToList();
foreach (Obj_AI_Hero hero in Enemies)
{
if (from.Distance(hero.Position) < Range)
{
Counter++;
}
}
return Counter;
}
示例8: RedBrambleback
public RedBrambleback(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Red(1),
get_SRU_RedMini(2),
get_SRU_RedMini(3),
};
SpawnTime = TimeSpan.FromSeconds(115);
RespawnTimer = TimeSpan.FromSeconds(300);
useOverTime = false;
bonusPrioLowLvl = -1;
onRespawn();
}
示例9: Dragon
public Dragon(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Dragon(1)
};
SpawnTime = TimeSpan.FromSeconds(150);
RespawnTimer = TimeSpan.FromSeconds(360);
bonusPrioLowLvl = -5;
bonusPrio += 5;
onRespawn();
worthSmiting = false;
isDrag = true;
}
示例10: IsValidTeam
public bool IsValidTeam(GameObjectTeam team)
{
if (team == GameObjectTeam.Unknown)
return true;
switch (TeamDetect)
{
case DetectionTeam.AllyTeam:
return team == Utils.PlayerTeam();
case DetectionTeam.EnemyTeam:
return team != Utils.PlayerTeam();
case DetectionTeam.AnyTeam:
return true;
}
return false;
}
示例11: CountMinions
public static int CountMinions(Vector3 from, float Range, GameObjectTeam team)
{
int Counter = 0;
List<Obj_AI_Minion> Minions = null;
Minions = GetMinions(ENEMY_TEAM);
foreach (Obj_AI_Minion minion in Minions)
{
if (from.Distance(minion.Position) < Range && !minion.IsDead)
{
Counter++;
}
}
return Counter;
}
示例12: Raptors
public Raptors(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Razorbeak(1),
get_SRU_RazorbeakMini(2),
get_SRU_RazorbeakMini(3),
get_SRU_RazorbeakMini(4)
};
SpawnTime = TimeSpan.FromSeconds(115);
RespawnTimer = TimeSpan.FromSeconds(100);
bonusPrioLowLvl = -5;
onRespawn();
worthSmiting = false;
}
示例13: MurkWolfs
public MurkWolfs(byte campID, Vector3 pos, GameObjectTeam team)
: base(campID, pos, team)
{
campId = campID;
side = team;
Minions = new List<JungleMinion>
{
get_SRU_Murkwofl(1),
get_SRU_MurkwoflMini(2),
get_SRU_MurkwoflMini(3),
};
SpawnTime = TimeSpan.FromSeconds(115);
RespawnTimer = TimeSpan.FromSeconds(100);
bonusPrioLowLvl = 3;
onRespawn();
worthSmiting = false;
useOverTime = true;
}
示例14: Camp
public Camp(string name,
float spawnTime,
int respawnTimer,
Vector3 position,
List<Mob> mobs,
Utility.Map.MapType mapType,
GameObjectTeam team,
Color colour,
Timers timer,
bool isRanged = false,
bool isDead = false,
int state = 0,
int respawnTime = 0,
int lastChangeOnState = 0,
bool shouldping = true,
int lastPing = 0)
{
Name = name;
IsDead = isDead;
SpawnTime = spawnTime;
RespawnTimer = respawnTimer;
Position = position;
ScreenPosition = Drawing.WorldToScreen(Position);
MinimapPosition = Drawing.WorldToMinimap(Position);
Mobs = mobs;
MapType = mapType;
Team = team;
Colour = colour;
IsRanged = isRanged;
State = state;
RespawnTime = respawnTime;
LastChangeOnState = lastChangeOnState;
Timer = timer;
ShouldPing = shouldping;
LastPing = lastPing;
}
示例15: GetTurrets
public static IEnumerable<Obj_AI_Turret> GetTurrets(GameObjectTeam team, Lane lane)
{
switch (team)
{
case GameObjectTeam.Order:
{
switch (lane)
{
case Lane.Base:
{
return
GameObjects.Turrets.Where(
turret =>
orderBase.Any(
orderBaseTurretPosition =>
orderBaseTurretPosition.Distance(turret.Position) < 250));
}
case Lane.Bot:
{
return GameObjects.Turrets.Where(
turret =>
orderBot.Any(
orderBotTurretPosition => orderBotTurretPosition.Distance(turret.Position) < 250));
}
case Lane.Mid:
{
return GameObjects.Turrets.Where(
turret =>
orderMid.Any(
orderMidPosition => orderMidPosition.Distance(turret.Position) < 250));
}
case Lane.Top:
{
return GameObjects.Turrets.Where(
turret =>
orderTop.Any(
orderTopTurretPosition => orderTopTurretPosition.Distance(turret.Position) < 250));
}
}
break;
}
case GameObjectTeam.Chaos:
{
switch (lane)
{
case Lane.Base:
{
return
GameObjects.Turrets.Where(
turret =>
chaosBase.Any(
chaosBaseTurretPosition =>
chaosBaseTurretPosition.Distance(turret.Position) < 250));
}
case Lane.Bot:
{
return GameObjects.Turrets.Where(
turret =>
chaosBot.Any(
chaosBotTurretPosition => chaosBotTurretPosition.Distance(turret.Position) < 250));
}
case Lane.Mid:
{
return GameObjects.Turrets.Where(
turret =>
chaosMid.Any(
chaosMidPosition => chaosMidPosition.Distance(turret.Position) < 250));
}
case Lane.Top:
{
return GameObjects.Turrets.Where(
turret =>
chaosTop.Any(
chaosTopTurretPosition => chaosTopTurretPosition.Distance(turret.Position) < 250));
}
}
break;
}
default:
return GameObjects.AllyTurrets;
}
return GameObjects.AllyTurrets;
}