本文整理汇总了C#中Obj_AI_Base.GetDashInfo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.GetDashInfo方法的具体用法?C# Obj_AI_Base.GetDashInfo怎么用?C# Obj_AI_Base.GetDashInfo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类Obj_AI_Base
的用法示例。
在下文中一共展示了Obj_AI_Base.GetDashInfo方法的7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: GetFastUnitPosition
/// <summary>
/// Gets fast-predicted unit position
/// </summary>
/// <param name="target">Target</param>
/// <param name="delay">Spell delay</param>
/// <param name="missileSpeed">Spell missile speed</param>
/// <param name="from">Spell casted position</param>
/// <returns></returns>
public static Vector2 GetFastUnitPosition(Obj_AI_Base target, float delay, float missileSpeed = 0, Vector2? from = null, float distanceSet = 0)
{
List<Vector2> path = target.GetWaypoints();
if (from == null)
from = ObjectManager.Player.ServerPosition.To2D();
if (path.Count <= 1 || (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell()) || Utility.IsImmobileTarget(target))
return target.ServerPosition.To2D();
if (target.IsDashing())
return target.GetDashInfo().Path.Last();
float distance = distanceSet;
if (distance == 0)
{
float targetDistance = from.Value.Distance(target.ServerPosition);
float flyTime = targetDistance / missileSpeed;
if (missileSpeed != 0 && path.Count == 2)
{
Vector2 Vt = (path[1] - path[0]).Normalized() * target.MoveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - from.Value).Normalized() * missileSpeed;
Vector2 Vr = Vt - Vs;
flyTime = targetDistance / Vr.Length();
}
float t = flyTime + delay + Game.Ping / 2000f;
distance = t * target.MoveSpeed;
}
for (int i = 0; i < path.Count - 1; i++)
{
float d = path[i + 1].Distance(path[i]);
if (distance == d)
return path[i + 1];
else if (distance < d)
return path[i] + distance * (path[i + 1] - path[i]).Normalized();
else distance -= d;
}
return path.Last();
}
示例2: GetDashingPrediction
/// <summary>
/// Gets Predicted position while target is dashing
/// </summary>
private static Vector2 GetDashingPrediction(Obj_AI_Base target, Spell s, out HitChance hc, Vector3 rangeCheckFrom)
{
if (target.IsDashing())
{
var dashInfo = target.GetDashInfo();
float dashPassedDistance = (Utils.TickCount - dashInfo.StartTick) / 1000f * dashInfo.Speed;
Vector2 currentDashPos = dashInfo.StartPos + (dashInfo.EndPos - dashInfo.StartPos).Normalized() * dashPassedDistance;
float targetDistance = rangeCheckFrom.To2D().Distance(currentDashPos);
float flyTime = 0f;
if (s.Speed != 0) //skillshot with a missile
{
Vector2 Vt = (dashInfo.Path[dashInfo.Path.Count - 1] - dashInfo.Path[0]).Normalized() * dashInfo.Speed;
Vector2 Vs = (target.ServerPosition.To2D() - rangeCheckFrom.To2D()).Normalized() * s.Speed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
}
int dashLeftTime = dashInfo.EndTick - Utils.TickCount;
float t = flyTime + s.Delay + Game.Ping / 1000f;
if (dashLeftTime >= t * 1000f)
{
float distance = t * dashInfo.Speed;
hc = HitChance.Dashing;
for (int i = 0; i < dashInfo.Path.Count - 1; i++)
{
float d = dashInfo.Path[i + 1].Distance(dashInfo.Path[i]);
if (distance == d)
return dashInfo.Path[i + 1];
else if (distance < d)
return dashInfo.Path[i] + distance * (dashInfo.Path[i + 1] - dashInfo.Path[i]).Normalized();
else distance -= d;
}
}
}
hc = HitChance.Impossible;
return rangeCheckFrom.To2D();
}
示例3: GetDashingPrediction
/// <summary>
/// Gets Prediction result while unit is dashing
/// </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></returns>
internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from)
{
Result result = new Result();
if (target.IsDashing())
{
var dashInfo = target.GetDashInfo();
if (dashInfo.IsBlink)
{
result.HitChance = HitChance.Impossible;
return result;
}
//define hitboxes
var dashHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(dashInfo.StartPos, dashInfo.EndPos + (dashInfo.EndPos - dashInfo.StartPos).Normalized() * 500, target.BoundingRadius * 2));
var myHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(from, from == ObjectManager.Player.ServerPosition.To2D() ? ObjectManager.Player.BoundingRadius : width));
if (ClipperWrapper.IsIntersects(myHitBox, dashHitBox))
{
result.HitChance = HitChance.Dashing;
result.CastPosition = target.ServerPosition.To2D();
result.UnitPosition = result.CastPosition;
result.CollisionResult = Collision.GetCollisions(from, result.CastPosition, width, delay, missileSpeed);
//check collisions
if (collisionable && result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions))
result.HitChance = HitChance.Collision;
return result;
}
result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
result.HitChance = HitChance.Dashing;
//check range
if (result.CastPosition.Distance(from) > range)
result.HitChance = HitChance.OutOfRange;
//check collisions
if (collisionable && (result.CollisionResult.Objects.HasFlag(Collision.Flags.Minions) || result.CollisionResult.Objects.HasFlag(Collision.Flags.YasuoWall)))
result.HitChance = HitChance.Collision;
}
else
result.HitChance = HitChance.Impossible;
return result;
}
示例4: GetFastUnitPosition
/// <summary>
/// Gets fast-predicted unit position
/// </summary>
/// <param name="target">Target</param>
/// <param name="path">Path</param>
/// <param name="delay">Spell delay</param>
/// <param name="missileSpeed">Spell missile speed</param>
/// <param name="from">Spell casted position</param>
/// <param name="moveSpeed">Move speed</param>
/// <param name="distanceSet"></param>
/// <returns></returns>
public static Vector2 GetFastUnitPosition(Obj_AI_Base target, List<Vector2> path, float delay, float missileSpeed = 0, Vector2? from = null, float moveSpeed = 0, float distanceSet = 0)
{
if (from == null)
from = target.ServerPosition.To2D();
if (moveSpeed == 0)
moveSpeed = target.MoveSpeed;
if (path.Count <= 1 || (target is Obj_AI_Hero && ((Obj_AI_Hero)target).IsChannelingImportantSpell()) || Utility.IsImmobileTarget(target))
return target.ServerPosition.To2D();
if (target.IsDashing())
return target.GetDashInfo().Path.Last();
float distance = distanceSet;
if (distance == 0)
{
float targetDistance = from.Value.Distance(target.ServerPosition);
float flyTime = 0f;
if (missileSpeed != 0) //skillshot with a missile
{
Vector2 Vt = (path[path.Count - 1] - path[0]).Normalized() * moveSpeed;
Vector2 Vs = (target.ServerPosition.To2D() - from.Value).Normalized() * missileSpeed;
Vector2 Vr = Vs - Vt;
flyTime = targetDistance / Vr.Length();
if (path.Count > 5) //complicated movement
flyTime = targetDistance / missileSpeed;
}
float t = flyTime + delay + Game.Ping / 2000f + SpellDelay / 1000f;
distance = t * moveSpeed;
}
for (int i = 0; i < path.Count - 1; i++)
{
float d = path[i + 1].Distance(path[i]);
if (distance == d)
return path[i + 1];
else if (distance < d)
return path[i] + distance * (path[i + 1] - path[i]).Normalized();
else distance -= d;
}
return path.Last();
}
示例5: GetPredictedPos
private Vector2 GetPredictedPos(Obj_AI_Base target, Vector3 rangeCheckFrom, float width, float time)
{
List<Vector2> path = target.GetWaypoints();
if (path.Count <= 1) //if target is not moving, easy to hit
return target.ServerPosition.To2D();
if (target is Obj_AI_Hero)
{
if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
return target.ServerPosition.To2D();
}
if (SPrediction.Prediction.IsImmobileTarget(target))
return target.ServerPosition.To2D();
if (target.IsDashing())
return target.GetDashInfo().Path.Last();
float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
float flyTimeMin = 0f;
float flyTimeMax = 0f;
float tMin = flyTimeMin + 0.75f + Game.Ping / 2000f;
float tMax = flyTimeMax + 0.75f + Game.Ping / 1000f;
float pathTime = 0f;
int[] x = new int[] { -1, -1 };
for (int i = 0; i < path.Count - 1; i++)
{
float t = path[i + 1].Distance(path[i]) / target.MoveSpeed;
if (pathTime <= tMin && pathTime + t >= tMin)
x[0] = i;
if (pathTime <= tMax && pathTime + t >= tMax)
x[1] = i;
if (x[0] != -1 && x[1] != -1)
break;
pathTime += t;
}
if (x[0] != -1 && x[1] != -1)
{
for (int k = x[0]; k <= x[1]; k++)
{
Vector2 direction = (path[k + 1] - path[k]).Normalized();
float distance = width;
int steps = (int)Math.Floor(path[k].Distance(path[k + 1]) / distance);
for (int i = 0; i < steps; i++)
{
Vector2 pA = path[k] + (direction * distance * i);
Vector2 pB = path[k] + (direction * distance * (i + 1));
Vector2 center = (pA + pB) / 2f;
float t = time + Game.Ping / 2000f;
float arriveTimeA = target.ServerPosition.To2D().Distance(pA) / target.MoveSpeed;
float arriveTimeB = target.ServerPosition.To2D().Distance(pB) / target.MoveSpeed;
if (Math.Min(arriveTimeA, arriveTimeB) <= t && Math.Max(arriveTimeA, arriveTimeB) >= t)
return center;
}
if (steps == 0)
return path[x[1]];
}
}
return Vector2.Zero;
}
示例6: GetDashingPrediction
/// <summary>
/// Gets Prediction result while unit is dashing
/// </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></returns>
internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom)
{
Result result = new Result();
result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
result.Unit = target;
if (target.IsDashing())
{
var dashInfo = target.GetDashInfo();
if (dashInfo.IsBlink)
{
result.HitChance = HitChance.Impossible;
result.CastPosition = dashInfo.EndPos;
return result;
}
result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
result.HitChance = HitChance.Dashing;
result.Lock(false);
}
else
{
result = GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, target.GetWaypoints(), 0, 0, 0, 0, from, rangeCheckFrom);
result.Lock(false);
}
return result;
}
示例7: GetBadaoPrediction
public static PredictionOutput GetBadaoPrediction(this Spell spell, Obj_AI_Base target, bool collideyasuowall = true)
{
PredictionOutput result = null;
if (!target.IsValidTarget(float.MaxValue, false))
{
return new PredictionOutput();
}
if (target.IsDashing())
{
var dashDtata = target.GetDashInfo();
result = spell.GetBadaoStandarPrediction(target,
new List<Vector2>() { target.ServerPosition.ToVector2(), dashDtata.Path.Last() }, dashDtata.Speed);
if (result.Hitchance >= HitChance.High)
result.Hitchance = HitChance.Dashing;
}
else
{
//Unit is immobile.
var remainingImmobileT = UnitIsImmobileUntil(target);
if (remainingImmobileT >= 0d)
{
var timeToReachTargetPosition = spell.Delay + target.Position.ToVector2().Distance(spell.From.ToVector2()) / spell.Speed;
if (spell.RangeCheckFrom.ToVector2().Distance(target.Position.ToVector2()) <= spell.Range)
{
if (timeToReachTargetPosition <=
remainingImmobileT + (target.BoundingRadius + spell.Width - 40) / target.MoveSpeed)
{
result = new PredictionOutput
{
CastPosition = target.ServerPosition,
UnitPosition = target.ServerPosition,
Hitchance = HitChance.Immobile
};
}
else result = new PredictionOutput
{
CastPosition = target.ServerPosition,
UnitPosition = target.ServerPosition,
Hitchance = HitChance.High
/*timeToReachTargetPosition - remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed < 0.4d ? HitChance.High : HitChance.Medium*/
};
}
else
{
result = new PredictionOutput();
}
}
}
//Normal prediction
if (result == null)
{
result = spell.GetBadaoStandarPrediction(target, target.GetWaypoints());
}
//Check for collision
if (spell.Collision)
{
var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, target.Position };
var originalUnit = target;
result.CollisionObjects = spell.GetCollision(positions);
result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
}
//Check yasuo wall collision
else if (collideyasuowall)
{
var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, target.Position };
var originalUnit = target;
result.CollisionObjects = spell.GetCollision(positions);
result.CollisionObjects.Any(x => x.NetworkId == ObjectManager.Player.NetworkId);
result.Hitchance = result.CollisionObjects.Any(x => x.NetworkId == ObjectManager.Player.NetworkId) ? HitChance.Collision : result.Hitchance;
}
return result;
}