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C# Obj_AI_Base.CalcDamage方法代码示例

本文整理汇总了C#中Obj_AI_Base.CalcDamage方法的典型用法代码示例。如果您正苦于以下问题:C# Obj_AI_Base.CalcDamage方法的具体用法?C# Obj_AI_Base.CalcDamage怎么用?C# Obj_AI_Base.CalcDamage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Obj_AI_Base的用法示例。


在下文中一共展示了Obj_AI_Base.CalcDamage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: Obj_AI_Base_OnProcessSpellCast


//.........这里部分代码省略.........
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage -= dmg;
                                    hero.HitTypes.Remove(HitType.Spell);

                                    if (Activator.Origin.Item(data.SDataName + "danger").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Danger);
                                    if (Activator.Origin.Item(data.SDataName + "crowdcontrol").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.CrowdControl);
                                    if (Activator.Origin.Item(data.SDataName + "ultimate").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.Ultimate);
                                    if (Activator.Origin.Item(data.SDataName + "forceexhaust").GetValue<bool>())
                                        hero.HitTypes.Remove(HitType.ForceExhaust);
                                });
                            });
                        }
                        #endregion

                    }
                }

            }

            #endregion

            #region Turret Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Turret)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (args.Target.NetworkId == hero.Player.NetworkId && !hero.Immunity)
                    {
                        var dmg = (int) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                            sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                        if (sender.Distance(hero.Player.ServerPosition) <= 900)
                        {
                            if (Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                            {
                                Utility.DelayAction.Add(450, () =>
                                {
                                    hero.HitTypes.Add(HitType.TurretAttack);
                                    hero.IncomeDamage += dmg;

                                    Utility.DelayAction.Add(650, () =>
                                    {
                                        hero.Attacker = null;
                                        hero.IncomeDamage -= dmg;
                                        hero.HitTypes.Remove(HitType.TurretAttack);
                                    });
                                });
                            }
                        }
                    }
                }
            }

            #endregion

            #region Minion Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Minion)
            {
                foreach (var hero in Activator.Allies())
                {
开发者ID:seniseviy,项目名称:KurisuSolutions,代码行数:67,代码来源:projectionhandler.cs

示例2: Obj_AI_Base_OnProcessSpellCast


//.........这里部分代码省略.........
                            var distance =  (int) (1000 * (sender.Distance(hero.Player.ServerPosition) / data.MissileSpeed));
                            var endtime = data.Delay - 100 + Game.Ping / 2 + distance - (Utils.GameTimeTickCount - Casted);

                            Utility.DelayAction.Add((int) (endtime - (endtime * 0.3)), () =>
                            {
                                hero.Attacker = sender;
                                hero.HitTypes.Add(HitType.Spell);
                                hero.IncomeDamage +=
                                    (float) Math.Abs(sender.GetSpellDamage(hero.Player, args.SData.Name));

                                foreach (var type in data.HitType)
                                    hero.HitTypes.Add(type);

                                // lazy reset
                                Utility.DelayAction.Add((int) (endtime + 300), () =>
                                {
                                    hero.Attacker = null;
                                    hero.IncomeDamage = 0;
                                    hero.HitTypes.Clear();
                                });
                            });
                        }

                        #endregion

                    }
                }

            }

            #endregion

            #region Turret Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Turret)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (args.Target.NetworkId != hero.Player.NetworkId)
                        continue;

                    if (hero.Immunity)
                        continue;

                    if (sender.Distance(hero.Player.ServerPosition) <= 900 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Add(HitType.TurretAttack);
                            hero.IncomeDamage =
                                (float) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                    sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                            // lazy reset
                            Utility.DelayAction.Add(800, () =>
                            {
                                hero.Attacker = null;
                                hero.IncomeDamage = 0;
                                hero.HitTypes.Remove(HitType.TurretAttack);
                            });
                        });
                    }
                }
            }

            #endregion

            #region Minion Detection

            if (sender.IsEnemy && sender.Type == GameObjectType.obj_AI_Minion)
            {
                foreach (var hero in Activator.Allies())
                {
                    if (hero.Player.NetworkId != args.Target.NetworkId)
                        continue;

                    if (hero.Immunity)
                        continue;

                    if (hero.Player.Distance(sender.ServerPosition) <= 750 &&
                        Activator.Player.Distance(hero.Player.ServerPosition) <= 1000)
                    {
                        hero.HitTypes.Add(HitType.MinionAttack);
                        hero.MinionDamage =
                            (float) Math.Abs(sender.CalcDamage(hero.Player, Damage.DamageType.Physical,
                                sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));

                        // lazy reset
                        Utility.DelayAction.Add(500, () =>
                        {
                            hero.HitTypes.Remove(HitType.MinionAttack);
                            hero.MinionDamage = 0;
                        });
                    }
                }
            }

            #endregion
        }
开发者ID:dasneko,项目名称:KurisuSolutions,代码行数:101,代码来源:projectionhandler.cs

示例3: GetTarget

        public static Obj_AI_Hero GetTarget(Obj_AI_Base champion,
            float range,
            DamageType type,
            bool ignoreShieldSpells = true,
            IEnumerable<Obj_AI_Hero> ignoredChamps = null,
            Vector3? rangeCheckFrom = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<Obj_AI_Hero>();
                }

                var damageType = (Damage.DamageType) Enum.Parse(typeof(Damage.DamageType), type.ToString());

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, _configMenu.Item("ForceFocusSelected").GetValue<bool>() ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue<StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    HeroManager.Enemies
                        .FindAll(
                            hero =>
                                ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);

                    case TargetingMode.MostAD:
                        return targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod);

                    case TargetingMode.MostAP:
                        return targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod);

                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                        hero.ServerPosition, true));

                    case TargetingMode.NearMouse:
                        return targets.Find(hero => hero.Distance(Game.CursorPos, true) < 22500); // 150 * 150

                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero));

                    case TargetingMode.LessAttack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.LessCast:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Magical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return null;
        }
开发者ID:47110572,项目名称:CN,代码行数:86,代码来源:TargetSelector.cs

示例4: GetTarget

        public static Obj_AI_Hero GetTarget(Obj_AI_Base champion,
            float range,
            IEnumerable<Obj_AI_Hero> ignoredChamps = null,
            Vector3? rangeCheckFrom = null)
        {
            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<Obj_AI_Hero>();
                }

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, _configMenu.Item("ForceFocusSelected").GetValue<bool>() ? float.MaxValue : range,
                    rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && _configMenu.Item("TargetingMode") != null &&
                    Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu.Item("TargetingMode").GetValue<StringList>();
                    Enum.TryParse(menuItem.SList[menuItem.SelectedIndex], out Mode);
                }

                var targets =
                    HeroManager.Enemies
                        .FindAll(
                            hero => !IsInvulnerable(hero) &&
                                    ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                    IsValidTarget(hero, range, rangeCheckFrom));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);
                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).Distance(
                                        hero.ServerPosition, true));
                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                    case TargetingMode.LeastAttacks:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                    case TargetingMode.HighestPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    GetPriority(hero));
                    default:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, Damage.DamageType.Physical, 100)/(1 + hero.Health)*
                                    GetPriority(hero));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }

            return null;
        }
开发者ID:nitors4,项目名称:LeagueSharp,代码行数:75,代码来源:TargetSelector.cs

示例5: OnObjAiBaseProcessSpellCast

        private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            try
            {
                if (!Enabled)
                {
                    return;
                }
                var enemy = sender as AIHeroClient;
                var turret = sender as Obj_AI_Turret;
                foreach (
                    var hero in GameObjects.Heroes.Where(h => h.IsValid && IncomingDamages.ContainsKey(h.NetworkId)))
                {
                    if (ShouldReset(hero))
                    {
                        IncomingDamages[hero.NetworkId] = 0;
                        continue;
                    }

                    if (enemy != null && enemy.IsValid && enemy.IsEnemy && enemy.LSDistance(hero) <= 2000f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            if (args.SData.IsAutoAttack())
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.LSGetAutoAttackDamage(hero, true));
                            }
                            else if (args.SData.TargettingType == SpellDataTargetType.Unit ||
                                     args.SData.TargettingType == SpellDataTargetType.SelfAndUnit)
                            {
                                AddDamage(
                                    hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                    (float)sender.LSGetSpellDamage(hero, args.SData.Name));
                            }
                        }

                        if (args.Target == null && Skillshots)
                        {
                            var slot = enemy.GetSpellSlot(args.SData.Name);
                            if (slot != SpellSlot.Unknown &&
                                (slot == SpellSlot.Q || slot == SpellSlot.E || slot == SpellSlot.W ||
                                 slot == SpellSlot.R))
                            {
                                var width = Math.Min(
                                    750f,
                                    (args.SData.TargettingType == SpellDataTargetType.Cone || args.SData.LineWidth > 0) &&
                                    args.SData.TargettingType != SpellDataTargetType.Cone
                                        ? args.SData.LineWidth
                                        : (args.SData.CastRadius <= 0
                                            ? args.SData.CastRadiusSecondary
                                            : args.SData.CastRadius));
                                if (args.End.LSDistance(hero.ServerPosition) <= Math.Pow(width, 2))
                                {
                                    AddDamage(
                                        hero, (int)(GetTime(sender, hero, args.SData) * 0.6f),
                                        (float)sender.LSGetSpellDamage(hero, args.SData.Name));
                                }
                            }
                        }
                    }

                    if (turret != null && turret.IsValid && turret.IsEnemy && turret.LSDistance(hero) <= 1500f)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            AddDamage(
                                hero, (int)(GetTime(sender, hero, args.SData) * 0.3f),
                                (float)
                                    sender.CalcDamage(
                                        hero, DamageType.Physical,
                                        sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));
                        }
                    }
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
            }
        }
开发者ID:yashine59fr,项目名称:PortAIO-1,代码行数:82,代码来源:IncomingDamageManager.cs

示例6: OnProcessSpellCast

        private static void OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (sender.Type == GameObjectType.obj_AI_Hero && sender.IsEnemy)
            {
                var heroSender = ObjectManager.Get<Obj_AI_Hero>().First(x => x.NetworkId == sender.NetworkId);
                if (heroSender.GetSpellSlot(args.SData.Name) == SpellSlot.Unknown && args.Target.Type == Player.Type)
                {
                    AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);
                    incomingDamage = (float)heroSender.GetAutoAttackDamage(AggroTarget);
                }

                if (heroSender.ChampionName == "Jinx" && args.SData.Name.Contains("JinxQAttack")
                    && args.Target.Type == Player.Type)
                {
                    AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);
                    incomingDamage = (float)heroSender.GetAutoAttackDamage(AggroTarget);
                }
            }

            if (sender.Type == GameObjectType.obj_AI_Turret && sender.IsEnemy)
            {
                if (args.Target.Type == Player.Type)
                {
                    if (sender.Distance(Allies().ServerPosition, true) <= 900 * 900)
                    {
                        AggroTarget = ObjectManager.GetUnitByNetworkId<Obj_AI_Hero>(args.Target.NetworkId);

                        incomingDamage =
                            (float)
                            sender.CalcDamage(
                                AggroTarget,
                                Damage.DamageType.Physical,
                                sender.BaseAttackDamage + sender.FlatPhysicalDamageMod);
                    }
                }
            }
        }
开发者ID:fung2650,项目名称:ElBundle,代码行数:37,代码来源:ElLux.cs

示例7: GetTarget

        public static AIHeroClient GetTarget(Obj_AI_Base champion,
            float range,
            DamageType type,
            bool ignoreShieldSpells = true,
            IEnumerable<AIHeroClient> ignoredChamps = null,
            Vector3? rangeCheckFrom = null, TargetSelectionConditionDelegate conditions = null)
        {

            try
            {
                if (ignoredChamps == null)
                {
                    ignoredChamps = new List<AIHeroClient>();
                }

                var damageType = (EloBuddy.DamageType)Enum.Parse(typeof(EloBuddy.DamageType), type.ToString());

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, focusMenu["ForceFocusSelected"].Cast<CheckBox>().CurrentValue ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    return SelectedTarget;
                }

                if (_configMenu != null && IsValidTarget(
                    SelectedTarget, focusMenu["ForceFocusSelectedKeys"].Cast<CheckBox>().CurrentValue ? float.MaxValue : range,
                    type, ignoreShieldSpells, rangeCheckFrom))
                {
                    if (focusMenu["ForceFocusSelectedK"].Cast<KeyBind>().CurrentValue ||
                        focusMenu["ForceFocusSelectedK2"].Cast<KeyBind>().CurrentValue)
                    {
                        return SelectedTarget;
                    }
                }

                if (_configMenu != null && _configMenu["TargetingMode"] != null && Mode == TargetingMode.AutoPriority)
                {
                    var menuItem = _configMenu["TargetingMode"].Cast<ComboBox>().CurrentValue;
                    Enum.TryParse(getMode().ToString(), out Mode);
                }

                var targets =
                   EntityManager.Heroes.Enemies
                        .FindAll(
                            hero =>
                                ignoredChamps.All(ignored => ignored.NetworkId != hero.NetworkId) &&
                                IsValidTarget(hero, range, type, ignoreShieldSpells, rangeCheckFrom) && (conditions == null || conditions(hero)));

                switch (Mode)
                {
                    case TargetingMode.LowHP:
                        return targets.MinOrDefault(hero => hero.Health);

                    case TargetingMode.MostAD:
                        return targets.MaxOrDefault(hero => hero.BaseAttackDamage + hero.FlatPhysicalDamageMod);

                    case TargetingMode.MostAP:
                        return targets.MaxOrDefault(hero => hero.BaseAbilityDamage + hero.FlatMagicDamageMod);

                    case TargetingMode.Closest:
                        return
                            targets.MinOrDefault(
                                hero =>
                                    (rangeCheckFrom.HasValue ? rangeCheckFrom.Value : champion.ServerPosition).LSDistance(
                                        hero.ServerPosition, true));

                    case TargetingMode.NearMouse:
                        return targets.MinOrDefault(hero => hero.LSDistance(Game.CursorPos, true));

                    case TargetingMode.AutoPriority:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero));

                    case TargetingMode.LessAttack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, EloBuddy.DamageType.Physical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.LessCast:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, EloBuddy.DamageType.Magical, 100) / (1 + hero.Health) *
                                    GetPriority(hero));

                    case TargetingMode.MostStack:
                        return
                            targets.MaxOrDefault(
                                hero =>
                                    champion.CalcDamage(hero, damageType, 100) / (1 + hero.Health) * GetPriority(hero) +
                                    (1 + hero.Buffs.Where(b => StackNames.Contains(b.Name.ToLower())).Sum(t => t.Count)));
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
//.........这里部分代码省略.........
开发者ID:CONANLXF,项目名称:Berb.Common,代码行数:101,代码来源:TargetSelector.cs

示例8: GetTowerDamage

 public static double GetTowerDamage(Obj_AI_Base sender)
 {
     var towerDamage = sender.CalcDamage(
         ObjectManager.Player,
         Damage.DamageType.Physical,
         sender.BaseAttackDamage);
     if (TowerIsOuter(sender))
     {
         towerDamage = towerDamage * (1 + 0.375f * WarmingUpStacks + 0.25f * HeatedUpStacks);
     }
     else if (TowerIsInhib(sender))
     {
         towerDamage = towerDamage * (1 + 0.0105f * HeatStacks);
     }
     return towerDamage;
 }
开发者ID:Brewster851,项目名称:Leaguesharp,代码行数:16,代码来源:IncomingDamage.cs

示例9: MinionIsLethal

 public static bool MinionIsLethal(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
 {
     //Console.WriteLine("Damage from Minion: " + sender.GetAutoAttackDamage(ObjectManager.Player));
     return ObjectManager.Player.Health
            <= sender.CalcDamage(ObjectManager.Player, Damage.DamageType.Physical, sender.BaseAttackDamage);
 }
开发者ID:Brewster851,项目名称:Leaguesharp,代码行数:6,代码来源:IncomingDamage.cs

示例10: OnObjAiBaseProcessSpellCast

        private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            try
            {
                if (!Enabled)
                {
                    return;
                }
                var enemy = sender as Obj_AI_Hero;
                var turret = sender as Obj_AI_Turret;
                foreach (
                    var hero in GameObjects.Heroes.Where(h => h.IsValid && IncomingDamages.ContainsKey(h.NetworkId)))
                {
                    if (ShouldReset(hero))
                    {
                        IncomingDamages[hero.NetworkId] = 0;
                        continue;
                    }

                    if (enemy != null && enemy.IsValid && enemy.IsEnemy && enemy.Distance(hero) <= 2000)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            if (args.SData.IsAutoAttack())
                            {
                                AddDamage(
                                    hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                    (float) sender.GetAutoAttackDamage(hero, true));
                            }
                            else if ((args.SData.TargettingType == SpellDataTargetType.Unit ||
                                      args.SData.TargettingType == SpellDataTargetType.SelfAndUnit))
                            {
                                AddDamage(
                                    hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                    (float) sender.GetSpellDamage(hero, args.SData.Name));
                            }
                        }
                        if (Skillshots)
                        {
                            if (args.SData.TargettingType == SpellDataTargetType.Cone ||
                                args.SData.TargettingType.ToString().Contains("Location"))
                            {
                                var width = (args.SData.TargettingType == SpellDataTargetType.Cone ||
                                             args.SData.LineWidth > 0) &&
                                            args.SData.TargettingType != SpellDataTargetType.Cone
                                    ? args.SData.LineWidth
                                    : (args.SData.CastRadius <= 0
                                        ? args.SData.CastRadiusSecondary
                                        : args.SData.CastRadius);
                                if (args.End.Distance(hero.ServerPosition) <= width * 1.2f)
                                {
                                    AddDamage(
                                        hero, (int) (GetTime(sender, hero, args.SData) * 0.7f),
                                        (float) sender.GetSpellDamage(hero, args.SData.Name));
                                }
                            }
                        }
                    }

                    if (turret != null && turret.IsValid && turret.IsEnemy && turret.Distance(hero) <= 1500)
                    {
                        if (args.Target != null && args.Target.NetworkId.Equals(hero.NetworkId))
                        {
                            AddDamage(
                                hero, (int) (GetTime(sender, hero, args.SData) * 0.3f),
                                (float)
                                    sender.CalcDamage(
                                        hero, Damage.DamageType.Physical,
                                        sender.BaseAttackDamage + sender.FlatPhysicalDamageMod));
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Global.Logger.AddItem(new LogItem(ex));
            }
        }
开发者ID:understoodz,项目名称:LeagueSharp-Dev,代码行数:78,代码来源:IncomingDamageManager.cs


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