本文整理汇总了C#中Obj_AI_Base.IsUnderEnemyturret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.IsUnderEnemyturret方法的具体用法?C# Obj_AI_Base.IsUnderEnemyturret怎么用?C# Obj_AI_Base.IsUnderEnemyturret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.IsUnderEnemyturret方法的3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: InterruptMode
public static void InterruptMode(Obj_AI_Base sender, Interrupter.InterruptableSpellEventArgs args)
{
if (!MenuManager.SettingMenu["Interruptmode"].Cast<CheckBox>().CurrentValue) return;
if (sender != null && !sender.IsUnderEnemyturret())
{
if (MenuManager.SettingMenu["EQinterrupt"].Cast<CheckBox>().CurrentValue
&& args.DangerLevel < DangerLevel.High)
{
var target = TargetManager.GetChampionTarget(SpellManager.E.Range, DamageType.Magical);
if (target != null)
{
SpellManager.CastE(target);
if (Orbwalker.CanAutoAttack)
Orbwalker.ForcedTarget = target;
if (!target.HasBuff("leonazenithbladeroot")
&& Champion.IsInAutoAttackRange(target))
{
SpellManager.CastQ(target);
Orbwalker.ResetAutoAttack();
if (Orbwalker.CanAutoAttack)
Player.IssueOrder(GameObjectOrder.AttackTo, target);
}
}
}
if (MenuManager.SettingMenu["Rinterrupt"].Cast<CheckBox>().CurrentValue
&& args.DangerLevel >= DangerLevel.High)
{
var target = TargetManager.GetChampionTarget(SpellManager.E.Range, DamageType.Magical);
if (target != null)
{
SpellManager.CastR(target);
}
}
}
}
示例2: GapCloserMode
public static void GapCloserMode(Obj_AI_Base sender, Gapcloser.GapcloserEventArgs args)
{
if (!MenuManager.SettingMenu["Gapcmode"].Cast<CheckBox>().CurrentValue) return;
if (sender != null && !sender.IsUnderEnemyturret()
&& MenuManager.SettingMenu["EQgapc"].Cast<CheckBox>().CurrentValue)
{
var target = TargetManager.GetChampionTarget(SpellManager.E.Range, DamageType.Magical);
if (target != null && !target.IsUnderHisturret())
{
SpellManager.CastE(target);
if (Orbwalker.CanAutoAttack)
Player.IssueOrder(GameObjectOrder.AttackTo, target);
if (!target.HasBuff("leonazenithbladeroot")
&& Champion.IsInAutoAttackRange(target))
{
SpellManager.CastQ(target);
if (Orbwalker.CanAutoAttack)
{
Orbwalker.ResetAutoAttack();
Player.IssueOrder(GameObjectOrder.AttackTo, target);
}
}
}
}
}
示例3: OnUnkillable
private static void OnUnkillable(Obj_AI_Base target, Orbwalker.UnkillableMinionArgs args)
{
if (target != null && !target.IsUnderEnemyturret() && target.IsEnemy && target.IsMinion && target.IsValidTarget(Q.Range))
{
if (Q.IsReady() && check(laneclear, "QUNKILL") && myhero.GetSpellDamage(target, SpellSlot.Q) > args.RemainingHealth &&
Prediction.Health.GetPrediction(target, Q.CastDelay + (int)(Dist(target.Position) / (float)Q.Speed) * 1000) > 5 && Q.CastMinimumHitchance(target, HitChance.Medium))
return;
if (E.IsReady() && target.IsValidTarget(E.Range) && check(laneclear, "EUNKILL") && myhero.GetSpellDamage(target, SpellSlot.E, DamageLibrary.SpellStages.Default) > args.RemainingHealth &&
Prediction.Health.GetPrediction(target, E.CastDelay) > 5 && E.Cast())
return;
}
}