本文整理汇总了C#中Obj_AI_Base.CalculateDamageOnUnit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.CalculateDamageOnUnit方法的具体用法?C# Obj_AI_Base.CalculateDamageOnUnit怎么用?C# Obj_AI_Base.CalculateDamageOnUnit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类Obj_AI_Base
的用法示例。
在下文中一共展示了Obj_AI_Base.CalculateDamageOnUnit方法的12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: GetCalculatedDamage
private static float GetCalculatedDamage(Obj_AI_Base target, DamageType type, float rawdamage)
{
var damage = 0f;
damage += target.CalculateDamageOnUnit(target, type, rawdamage);
return damage;
}
示例2: LuxPassiveDamage
/// <summary>
/// Gets Lux Passive Damage
/// </summary>
/// <param name="target">The Target</param>
/// <returns>The damage that the passive will do.</returns>
private static float LuxPassiveDamage(Obj_AI_Base target)
{
if (target.HasBuff("luxilluminatingfraulein"))
{
return target.CalculateDamageOnUnit(target, DamageType.Magical, (float)(10 + (8 * Player.Instance.Level) * (Player.Instance.FlatMagicDamageMod * 0.2)));
}
return 0;
}
示例3: EDamage
/// <summary>
/// Calculates the Damage done with E
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Returns the Damage done with E</returns>
private static float EDamage(Obj_AI_Base target)
{
return target.CalculateDamageOnUnit(target, DamageType.Magical,
new[] {0, 55, 95, 135, 175, 215}[Program.E.Level] + (Player.Instance.TotalMagicalDamage*0.6f));
}
示例4: RDamage
/// <summary>
/// Calculates the Damage Done with R
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Returns the Damage done with R</returns>
private static float RDamage(Obj_AI_Base target)
{
return target.CalculateDamageOnUnit(target, DamageType.Magical,
(float) (new[] {0, 50, 81.25, 112.5}[Program.R.Level] + (Player.Instance.TotalMagicalDamage*0.125f)));
}
示例5: EDamage
/// <summary>
/// Calculates the Damage done with E
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Returns the Damage done with E</returns>
private static float EDamage(Obj_AI_Base target)
{
return target.CalculateDamageOnUnit(target, DamageType.Magical,
new[] {0, 10, 20, 30, 40, 50}[Program.E.Level] + (Player.Instance.TotalMagicalDamage*0.3f));
}
示例6: QDamage
/// <summary>
/// Calculates the Damage done with Q
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Returns the Damage done with Q</returns>
private static float QDamage(Obj_AI_Base target)
{
return target.CalculateDamageOnUnit(target, DamageType.Magical,
new[] {0, 80, 125, 170, 215, 260}[Program.Q.Level] + (Player.Instance.TotalMagicalDamage*0.8f));
}
示例7: GetQDamage
public static float GetQDamage(Obj_AI_Base target)
{
var damage = 45f;
float calcdamage;
var AP = Program._Player.FlatMagicDamageMod;
foreach (var soldier in Orbwalker.ValidAzirSoldiers)
{
if (Orbwalker.ValidAzirSoldiers.Count == 2)
{
damage += ((Program._Q.Level * 20) + ((50f / 100f) * AP) * 2);
}
if (Orbwalker.ValidAzirSoldiers.Count == 1)
{
damage += ((Program._Q.Level * 20) + ((50f / 100f) * AP));
}
if (Orbwalker.ValidAzirSoldiers.Count == 0)
{
damage = 0;
}
}
calcdamage = target.CalculateDamageOnUnit(target, DamageType.Magical, damage);
return calcdamage;
}
示例8: GetSoldierDamage
public static float GetSoldierDamage(Obj_AI_Base target)
{
var damage = 45f;
float calcdamage;
var AP = Program._Player.FlatMagicDamageMod;
foreach (var soldier in Orbwalker.ValidAzirSoldiers)
{
if (soldier.IsValid && soldier != null)
{
if (Orbwalker.ValidAzirSoldiers.Count == 2)
{
damage += (((Program._Player.Level * 5) + ((60f / 100f) * AP)) * 2);
}
if (Orbwalker.ValidAzirSoldiers.Count == 1)
{
damage += (((Program._Player.Level * 5) + ((60f / 100f) * AP)));
}
}
}
if (Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.LastHit) ||
Orbwalker.ActiveModesFlags.HasFlag(Orbwalker.ActiveModes.LaneClear))
{
damage = (Program.Menu["mDamageBuffer"].Cast<Slider>().CurrentValue/100f)*damage;
}
calcdamage = target.CalculateDamageOnUnit(target, DamageType.Magical, damage);
return calcdamage;
}
示例9: GetIgniteDamage
public static float GetIgniteDamage(Obj_AI_Base target)
{
var damage = 20f;
float calcdamage;
damage += (Program._Player.Level*20);
calcdamage = target.CalculateDamageOnUnit(target, DamageType.True, damage);
if (Program._Ignite == null || !Program._Ignite.IsReady())
calcdamage = 0;
return calcdamage;
}
示例10: GetKSQDamage
public static float GetKSQDamage(Obj_AI_Base target)
{
var damage = 45f;
float calcdamage;
var AP = Program._Player.FlatMagicDamageMod;
damage += ((Program._Q.Level*20) + ((50f/100f)*AP));
calcdamage = target.CalculateDamageOnUnit(target, DamageType.Magical, damage);
return calcdamage;
}
示例11: GetDamage
/// <summary>
/// Gets Q + AA Damage Totally Done to Target
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Damage Totally Done to Target</returns>
public static double GetDamage(Obj_AI_Base target)
{
double dmgItem = 0;
if (Item.HasItem(3057) && (Item.CanUseItem(3057) || Player.HasBuff("sheen"))
&& PlayerInstance.BaseAttackDamage > dmgItem)
{
dmgItem = PlayerInstance.GetAutoAttackDamage(target);
}
if (Item.HasItem(3025) && (Item.CanUseItem(3025) || Player.HasBuff("itemfrozenfist"))
&& PlayerInstance.BaseAttackDamage * 1.25 > dmgItem)
{
dmgItem = PlayerInstance.GetAutoAttackDamage(target) * 1.25;
}
return target.CalculateDamageOnUnit(target, DamageType.Mixed, new float[] { 0, 30, 50, 70, 90, 110 }[Q.Level] + PlayerInstance.FlatPhysicalDamageMod + PlayerInstance.GetBuffCount("NasusQStacks")) + PlayerInstance.GetAutoAttackDamage(target) + dmgItem;
}
示例12: WDamage
/// <summary>
/// Calculates the Damage done with W
/// </summary>
/// <param name="target">The Target</param>
/// <returns>Returns the Damage done with W</returns>
private static float WDamage(Obj_AI_Base target)
{
return target.CalculateDamageOnUnit(target, DamageType.Magical,
new[] { 0, 120, 170, 220, 270, 320 }[Program.Q.Level] + (Player.Instance.TotalMagicalDamage * 1.0f));
}