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C# Obj_AI_Base.GetWaypoints方法代码示例

本文整理汇总了C#中Obj_AI_Base.GetWaypoints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.GetWaypoints方法的具体用法?C# Obj_AI_Base.GetWaypoints怎么用?C# Obj_AI_Base.GetWaypoints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Obj_AI_Base的用法示例。


在下文中一共展示了Obj_AI_Base.GetWaypoints方法的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: IsCloser

 internal static bool IsCloser(this Vector2 point, Obj_AI_Base target)
 {
     var lastwp = target.GetWaypoints().LastOrDefault();
     var midwpnum = target.GetWaypoints().Count() / 2;
     var midwp = target.GetWaypoints()[midwpnum];
     return point.Distance(lastwp) < Player.Distance(lastwp) || point.Distance(midwp) < Player.Distance(midwp);
 }
开发者ID:SymbolixDEV,项目名称:LeagueSharp,代码行数:7,代码来源:Extensions.cs

示例2: FastPrediction

        public static FastPredResult FastPrediction(Vector2 from, Obj_AI_Base unit, int delay, int speed)
        {
            var tDelay = delay/1000f + @from.Distance(unit)/speed;
            var d = tDelay*unit.MoveSpeed;
            var path = unit.GetWaypoints();

            if (path.PathLength() > d)
            {
                return new FastPredResult
                {
                    IsMoving = true,
                    CurrentPos = unit.ServerPosition.To2D(),
                    PredictedPos = path.CutPath((int) d)[0]
                };
            }
            if (path.Count == 0)
            {
                return new FastPredResult
                {
                    IsMoving = false,
                    CurrentPos = unit.ServerPosition.To2D(),
                    PredictedPos = unit.ServerPosition.To2D()
                };
            }
            return new FastPredResult
            {
                IsMoving = false,
                CurrentPos = path[path.Count - 1],
                PredictedPos = path[path.Count - 1]
            };
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:31,代码来源:Collision.cs

示例3: Input

 public Input(Obj_AI_Base _target, Spell s, Vector3 _from, Vector3 _rangeCheckFrom)
 {
     Target = _target;
     SpellDelay = s.Delay;
     SpellMissileSpeed = s.Speed;
     SpellWidth = s.Width;
     SpellRange = s.Range;
     SpellCollisionable = s.Collision;
     SpellSkillShotType = s.Type;
     Path = Target.GetWaypoints();
     if (Target is Obj_AI_Hero)
     {
         Obj_AI_Hero t = Target as Obj_AI_Hero;
         AvgReactionTime = t.AvgMovChangeTime();
         LastMovChangeTime = t.LastMovChangeTime();
         AvgPathLenght = t.AvgPathLenght();
     }
     else
     {
         AvgReactionTime = 0;
         LastMovChangeTime = 0;
         AvgPathLenght = 0;
     }
     From = _from;
     RangeCheckFrom = _rangeCheckFrom;
 }
开发者ID:MrWenzoxfs,项目名称:elobuddy,代码行数:26,代码来源:Prediction.cs

示例4: IsCloserWP

 internal static bool IsCloserWP(this Vector2 point, Obj_AI_Base target)
 {
     var wp = target.GetWaypoints();
     var lastwp = wp.LastOrDefault();
     var wpc = wp.Count();
     var midwpnum = wpc / 2;
     var midwp = wp[midwpnum];
     var plength = wp[0].LSDistance(lastwp);
     return (point.LSDistance(target.ServerPosition, true) <= Player.LSDistance(target.ServerPosition, true)) || ((plength <= Player.LSDistance(target.ServerPosition) * 1.2f && point.LSDistance(lastwp.To3D()) < Player.LSDistance(lastwp.To3D()) || point.LSDistance(midwp.To3D()) < Player.LSDistance(midwp)));
 }
开发者ID:yashine59fr,项目名称:PortAIO-1,代码行数:10,代码来源:Extensions.cs

示例5: CupcakeIngredients

 /// <summary>
 ///     Initializes a new instance of the <see cref="CupcakeIngredients" /> class.
 /// </summary>
 /// <param name="target">
 ///     The target.
 /// </param>
 /// <param name="spell">
 ///     The spell.
 /// </param>
 /// <param name="source">
 ///     The source. <c>null</c> if the source is the Player.
 /// </param>
 public CupcakeIngredients(Obj_AI_Base target, Spell spell, Obj_AI_Base source = null)
 {
     this.Delay = spell.Delay;
     this.MissileSpeed = spell.Speed;
     this.SourcePosition = source == null
                               ? ObjectManager.Player.ServerPosition.To2D().ToNumlVector()
                               : source.ServerPosition.To2D().ToNumlVector();
     this.TargetMoveSpeed = target.MoveSpeed;
     this.TargetPosition = target.ServerPosition.To2D().ToNumlVector();
     this.Waypoints = target.GetWaypoints().Select(x => x.ToNumlVector());
     this.Width = spell.Width;
 }
开发者ID:ChewyMoon,项目名称:Cupcake,代码行数:24,代码来源:CupcakeIngredients.cs

示例6: GetAngle

 private static double GetAngle(this Vector3 from, Obj_AI_Base target)
 {
     var posTarget = target.ServerPosition;
     var lastWaypoint = target.GetWaypoints().Last();
     if (posTarget.ToVector2() == lastWaypoint)
     {
         return 60;
     }
     var a = Math.Pow(lastWaypoint.X - posTarget.X, 2) + Math.Pow(lastWaypoint.Y - posTarget.Y, 2);
     var b = Math.Pow(lastWaypoint.X - from.X, 2) + Math.Pow(lastWaypoint.Y - from.Y, 2);
     var c = Math.Pow(from.X - posTarget.X, 2) + Math.Pow(from.Y - posTarget.Y, 2);
     return Math.Cos((b + c - a) / (2 * Math.Sqrt(b) * Math.Sqrt(c))) * 180 / Math.PI;
 }
开发者ID:dusql,项目名称:LeagueSharp,代码行数:13,代码来源:Prediction.cs

示例7: GetAngle

 private static double GetAngle(Vector3 from, Obj_AI_Base target)
 {
     var c = target.ServerPosition.ToVector2();
     var a = target.GetWaypoints().Last();
     if (c == a)
     {
         return 60;
     }
     var b = from.ToVector2();
     var ab = Math.Pow(a.X - b.X, 2) + Math.Pow(a.Y - b.Y, 2);
     var bc = Math.Pow(b.X - c.X, 2) + Math.Pow(b.Y - c.Y, 2);
     var ac = Math.Pow(a.X - c.X, 2) + Math.Pow(a.Y - c.Y, 2);
     return Math.Cos((ab + bc - ac) / (2 * Math.Sqrt(ab) * Math.Sqrt(bc))) * 180 / Math.PI;
 }
开发者ID:seniseviy,项目名称:LeagueSharp-6,代码行数:14,代码来源:Prediction.cs

示例8: FastPrediction

 public static FastPredResult FastPrediction(Vector2 from, Obj_AI_Base unit, int delay, int speed)
 {
     var tDelay = delay / 1000f + (Math.Abs(speed - int.MaxValue) > 0 ? unit.Distance(@from) / speed : 0);
     var d = tDelay * unit.MoveSpeed;
     var path = unit.GetWaypoints();
     if (path.LSPathLength() > d)
     {
         return new FastPredResult
                    {
                        IsMoving = true, CurrentPos = unit.ServerPosition.ToVector2(),
                        PredictedPos = path.CutPath((int)d)[0]
                    };
     }
     return new FastPredResult
                { IsMoving = false, CurrentPos = path[path.Count - 1], PredictedPos = path[path.Count - 1] };
 }
开发者ID:CONANLXF,项目名称:AIO,代码行数:16,代码来源:Collision.cs

示例9: 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)
        {
            var path = target.GetWaypoints();
            if (from == null)
                from = ObjectManager.Player.ServerPosition.LSTo2D();

            if (path.Count <= 1 || (target is AIHeroClient && target.Spellbook.IsChanneling) || Utility.IsImmobileTarget(target))
                return target.ServerPosition.LSTo2D();

            if (target.LSIsDashing())
                return target.LSGetDashInfo().Path.Last();

            var distance = distanceSet;

            if (distance == 0)
            {
                var targetDistance = from.Value.LSDistance(target.ServerPosition);
                var flyTime = targetDistance/missileSpeed;

                if (missileSpeed != 0 && path.Count == 2)
                {
                    var Vt = (path[1] - path[0]).LSNormalized()*target.MoveSpeed;
                    var Vs = (target.ServerPosition.LSTo2D() - from.Value).LSNormalized()*missileSpeed;
                    var Vr = Vt - Vs;

                    flyTime = targetDistance/Vr.Length();
                }

                var t = flyTime + delay + Game.Ping/2000f;
                distance = t*target.MoveSpeed;
            }

            for (var i = 0; i < path.Count - 1; i++)
            {
                var d = path[i + 1].LSDistance(path[i]);
                if (distance == d)
                    return path[i + 1];
                if (distance < d)
                    return path[i] + distance*(path[i + 1] - path[i]).LSNormalized();
                distance -= d;
            }

            return path.Last();
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:53,代码来源:Prediction.cs

示例10: 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();
        }
开发者ID:ShineSharp,项目名称:LeagueSharp,代码行数:52,代码来源:Prediction.cs

示例11: PositionAfter

        public static Vector2 PositionAfter(Obj_AI_Base unit, float t, float speed = float.MaxValue)
        {
            var distance = t * speed;
            var path = unit.GetWaypoints();

            for (var i = 0; i < path.Count - 1; i++)
            {
                var a = path[i];
                var b = path[i + 1];
                var d = a.Distance(b);

                if (d < distance)
                {
                    distance -= d;
                }
                else
                {
                    return a + distance * (b - a).Normalized();
                }
            }

            return path[path.Count - 1];
        }
开发者ID:yahya672,项目名称:LeagueSharp-Standalones,代码行数:23,代码来源:Utils.cs

示例12: FastPrediction

        public static FastPredictionResult FastPrediction(Vector2 fromVector2,
            Obj_AI_Base unitAiBase,
            int delay,
            int speed)
        {
            var tickDelay = delay / 1000f + (fromVector2.Distance(unitAiBase) / speed);
            var moveSpeedF = tickDelay * unitAiBase.MoveSpeed;
            var path = unitAiBase.GetWaypoints();

            if (path.PathLength() > moveSpeedF)
            {
                return new FastPredictionResult
                {
                    IsMoving = true,
                    CurrentPosVector2 = unitAiBase.ServerPosition.To2D(),
                    PredictedPosVector2 = path.CutPath((int) moveSpeedF)[0]
                };
            }

            if (path.Count == 0)
            {
                return new FastPredictionResult
                {
                    IsMoving = false,
                    CurrentPosVector2 = unitAiBase.ServerPosition.To2D(),
                    PredictedPosVector2 = unitAiBase.ServerPosition.To2D()
                };
            }

            return new FastPredictionResult
            {
                IsMoving = false,
                CurrentPosVector2 = path[path.Count - 1],
                PredictedPosVector2 = path[path.Count - 1]
            };
        }
开发者ID:luizssn,项目名称:LeagueSharp,代码行数:36,代码来源:Collision.cs

示例13: 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;
        }
开发者ID:badao,项目名称:BadaoAIO,代码行数:75,代码来源:BadaoPrediction.cs

示例14: GetPredictionMethod2


//.........这里部分代码省略.........
                    //to do: find a fuking logic
                    if (avgp < 400 && movt < 100)
                    {
                        hc = HitChance.High;
                        return target.ServerPosition.To2D();
                    }
                }

                if (IsImmobileTarget(target))
                    return GetImmobilePrediction(target, s, out hc, rangeCheckFrom);

                if (target.IsDashing())
                    return GetDashingPrediction(target, s, out hc, rangeCheckFrom);

                float targetDistance = rangeCheckFrom.Distance(target.ServerPosition);
                float flyTimeMin = 0f;
                float flyTimeMax = 0f;

                if (s.Speed != 0) //skillshot with a missile
                {
                    flyTimeMin = targetDistance / s.Speed;
                    flyTimeMax = s.Range / s.Speed;
                }

                //PATCH WARNING
                float tMin = 0f + s.Delay + Game.Ping / 2000f + SpellDelay / 1000f; //0f => flyTimeMin
                float tMax = flyTimeMax + s.Delay + Game.Ping / 1000f + SpellDelay / 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;
                }

                //PATCH WARNING
                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 = s.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 flytime = s.Speed != 0 ? rangeCheckFrom.To2D().Distance(center) / s.Speed : 0f;
                            float t = flytime + s.Delay + Game.Ping / 2000f + SpellDelay / 1000f;

                            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)
                            {
                                hc = GetHitChance(t, avgt, movt, avgp);
                                return center;
                            }
                        }

                        if (steps == 0)
                        {
                            float flytime = s.Speed != 0 ? rangeCheckFrom.To2D().Distance(path[x[1]]) / s.Speed : 0f;
                            float t = flytime + s.Delay + Game.Ping / 2000f + SpellDelay / 1000f;
                            hc = GetHitChance(t, avgt, movt, avgp);
                            return path[x[1]];
                        }
                    }
                }

                hc = HitChance.Impossible;

                //PATCH WARNING
                if (s.Type == SkillshotType.SkillshotCircle && (x[0] != -1 || x[1] != -1))
                    if (movt < 100)
                        hc = HitChance.High;
                    else
                        hc = HitChance.Medium;

                return path[path.Count - 1];
            }
            finally
            {
                //check if movement changed while prediction calculations
                if (!target.GetWaypoints().SequenceEqual(path))
                    hc = HitChance.Medium;
            }
        }
开发者ID:47110572,项目名称:LeagueSharp,代码行数:101,代码来源:Prediction.cs

示例15: Obj_AI_Base_OnProcessSpellCast

        private static void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            Utility.DelayAction.Add(100, () =>
                {
                    if (sender.IsVisible)
                        return;

                    if (sender.IsEnemy && Data.Config.Item("ENABLEWDHG").GetValue<bool>() && (!Data.Config.Item("ENABLEINCOMBO").GetValue<bool>() || Data.Config.Item("ENABLECOMBOKEY").GetValue<KeyBind>().Active))
                    {
                        int level = 1;
                        Vector3 pos = args.End;
                        switch (args.SData.Name.ToLower())
                        {
                            case "deceive":
                                {
                                    if (args.Start.Distance(args.End) > 400)
                                        pos = args.Start + (args.End - args.Start).Normalized() * 400;
                                }
                                break;
                            case "vaynetumble":
                                {
                                    if (sender.HasBuff("VayneInquisition"))
                                    {
                                        pos = args.Start + (args.End - args.Start).Normalized() * 300;
                                        level = 2;
                                    }
                                    else
                                        return;
                                }
                                break;
                            case "summonerflash":
                                {
                                    if (sender.IsVisible)
                                        return;
                                }
                                break;
                            case "jackinthebox":
                                {
                                    if (args.Start.Distance(args.End) > 425)
                                        pos = args.Start + (args.End - args.Start).Normalized() * 425;

                                    Data.StealthObjects.Add(new Data._odata { DisplayName = "Shaco Box", Position = pos.To2D(), EndTick = Environment.TickCount + 60000, Radius = 300 });
                                    Utility.DelayAction.Add(60000, () => { var obj = Data.StealthObjects.FirstOrDefault(p => p.Position.Distance(pos.To2D()) < float.Epsilon); if (obj != null) Data.StealthObjects.Remove(obj); });

                                    return;
                                }
                            default:
                                {
                                    if (!Data.StealthSpells.Any(p => p.Item2 == args.SData.Name.ToLower()))
                                        return;

                                    level = Data.StealthSpells.First(p => p.Item2 == args.SData.Name.ToLower()).Item1;
                                }
                                break;
                        }

                        lock (Data.StealthPoses)
                            Data.StealthPoses.Add(new Tuple<int, Vector3>(Utils.TickCount, pos));

                        lock (Data.PingPoses)
                            Data.PingPoses.Add(pos);

                        List<Vector2> path = sender.GetWaypoints();
                        var pair = new Tuple<float, List<Vector2>>(path.PathLength() / sender.MoveSpeed, path);

                        lock (Data.StealthPaths)
                            Data.StealthPaths.Add(pair);

                        Utility.DelayAction.Add((int)(path.PathLength() / sender.MoveSpeed * 1000), () => Data.StealthPaths.Remove(pair));

                        AntiStealth.TryDeStealth(pos, level);
                    }
                });
        }
开发者ID:ShineSharp,项目名称:LeagueSharp,代码行数:74,代码来源:EventHandlers.cs


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