本文整理汇总了C#中Obj_AI_Base.LSIsDashing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.LSIsDashing方法的具体用法?C# Obj_AI_Base.LSIsDashing怎么用?C# Obj_AI_Base.LSIsDashing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.LSIsDashing方法的4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)
{
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();
}
示例2: HandeR
private static void HandeR(Obj_AI_Base target, Vector3 toVector3, bool toBarrel)
{
if (target == null || !toVector3.IsValid())
{
return;
}
var pred = LeagueSharp.Common.Prediction.GetPrediction(target, target.LSDistance(Player.ServerPosition) / R.Speed);
if (pred.Hitchance >= HitChance.VeryHigh && !justE && !target.LSIsDashing())
{
var cast = pred.UnitPosition.LSExtend(toVector3, -100);
if (Player.LSDistance(cast) < R.Range && checkBuffs(target, Player.LSDistance(cast)) && pred.UnitPosition.LSDistance(target.Position) < 15 && ((!CombatHelper.CheckWalls(target.Position, toVector3)) || (toBarrel && savedQ.position.LSDistance(target.Position) < QExplosionRange)))
{
if (toBarrel && 4000 - savedQ.deltaT() > (Player.LSDistance(cast) + cast.LSDistance(savedQ.position)) / R.Speed)
{
R.Cast(cast);
return;
}
else if (!toBarrel)
{
R.Cast(cast);
}
}
}
}
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, Vector2 rangeCheckFrom)
{
var result = new Result
{
Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, @from.To3D2(), rangeCheckFrom.To3D2()),
Unit = target
};
if (target.LSIsDashing())
{
var dashInfo = target.LSGetDashInfo();
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4: GetPrediction
/// <summary>
/// Gets Prediction result
/// </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="path">Waypoints of target</param>
/// <param name="avgt">Average reaction time (in ms)</param>
/// <param name="movt">Passed time from last movement change (in ms)</param>
/// <param name="avgp">Average Path Lenght</param>
/// <param name="from">Spell casted position</param>
/// <param name="rangeCheckFrom"></param>
/// <returns>Prediction result as <see cref="Prediction.Result" /></returns>
internal static Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed,
float range, bool collisionable, SkillshotType type, List<Vector2> path, float avgt, float movt, float avgp,
float anglediff, Vector2 from, Vector2 rangeCheckFrom)
{
AssertInitializationMode();
var result = new Result
{
Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, @from.To3D2(),
rangeCheckFrom.To3D2()),
Unit = target
};
try
{
if (type == SkillshotType.SkillshotCircle)
range += width;
//to do: hook logic ? by storing average movement direction etc
if (path.Count <= 1 && movt > 100 && (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick > 300 || !ConfigMenu.CheckAAWindUp)) //if target is not moving, easy to hit (and not aaing)
{
result.HitChance = HitChance.VeryHigh;
result.CastPosition = target.ServerPosition.LSTo2D();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
if (target is AIHeroClient)
{
if (((AIHeroClient) target).IsChannelingImportantSpell())
{
result.HitChance = HitChance.VeryHigh;
result.CastPosition = target.ServerPosition.LSTo2D();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
if (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick < 300 && ConfigMenu.CheckAAWindUp)
{
if (target.AttackCastDelay*1000 + PathTracker.EnemyInfo[target.NetworkId].AvgOrbwalkTime + avgt - width/2f/target.MoveSpeed >= GetArrivalTime(target.ServerPosition.LSTo2D().LSDistance(from), delay, missileSpeed))
{
result.HitChance = HitChance.High;
result.CastPosition = target.ServerPosition.LSTo2D();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
}
//to do: find a fuking logic
if (avgp < 400 && movt < 100 && path.PathLength() <= avgp)
{
result.HitChance = HitChance.High;
result.CastPosition = path.Last();
result.UnitPosition = result.CastPosition;
result.Lock();
return result;
}
}
if (target.LSIsDashing()) //if unit is dashing
return GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom);
if (Utility.IsImmobileTarget(target)) //if unit is immobile
return GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom);
result = WaypointAnlysis(target, width, delay, missileSpeed, range, collisionable, type, path, avgt, movt, avgp, anglediff, from);
var d = result.CastPosition.LSDistance(target.ServerPosition.LSTo2D());
if (d >= (avgt - movt)*target.MoveSpeed && d >= avgp)
result.HitChance = HitChance.Medium;
result.Lock();
return result;
}
finally
//.........这里部分代码省略.........