本文整理汇总了C#中Obj_AI_Hero.GetAutoAttackDamage方法的典型用法代码示例。如果您正苦于以下问题:C# Obj_AI_Hero.GetAutoAttackDamage方法的具体用法?C# Obj_AI_Hero.GetAutoAttackDamage怎么用?C# Obj_AI_Hero.GetAutoAttackDamage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_Hero
的用法示例。
在下文中一共展示了Obj_AI_Hero.GetAutoAttackDamage方法的8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: GetHeroAvgDamage
/// <summary>
/// Gets the hero average damage to the opposing team.
/// </summary>
/// <param name="player">The player.</param>
/// <param name="Enemies">The enemies.</param>
/// <returns></returns>
public static float GetHeroAvgDamage(Obj_AI_Hero player, List<Obj_AI_Hero> Enemies)
{
var totalEnemies = Enemies.Count();
if (totalEnemies == 0)
{
return -1;
}
var AADamage = Enemies.Aggregate(0, (current, s) => (int) (current + player.GetAutoAttackDamage(s) * 2));
var QDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.Q).IsReady() ? player.GetSpellDamage(s, SpellSlot.Q) : 0f)));
var WDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.W).IsReady() ? player.GetSpellDamage(s, SpellSlot.W) : 0f)));
var EDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.E).IsReady() ? player.GetSpellDamage(s, SpellSlot.E) : 0f)));
var RDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.R).IsReady() ? player.GetSpellDamage(s, SpellSlot.R) : 0f)));
var itemsDamage = 0f;
foreach (var item in player.InventoryItems)
{
foreach (var hero in Enemies)
{
var itemID = item.Id;
switch (itemID)
{
case ItemId.Bilgewater_Cutlass:
itemsDamage +=
(float) player.GetItemDamage(hero, Damage.DamageItems.Bilgewater);
break;
case ItemId.Blade_of_the_Ruined_King:
itemsDamage += (float) player.GetItemDamage(hero, Damage.DamageItems.Botrk);
break;
case ItemId.Hextech_Gunblade:
itemsDamage += (float) player.GetItemDamage(hero, Damage.DamageItems.Hexgun);
break;
case ItemId.Frost_Queens_Claim:
itemsDamage +=
(float) player.GetItemDamage(hero, Damage.DamageItems.FrostQueenClaim);
break;
case ItemId.Tiamat_Melee_Only:
itemsDamage += player.IsMelee
? (float) player.GetItemDamage(hero, Damage.DamageItems.Tiamat)
: 0f;
break;
case ItemId.Ravenous_Hydra_Melee_Only:
itemsDamage += player.IsMelee
? (float) player.GetItemDamage(hero, Damage.DamageItems.Hydra)
: 0f;
break;
case ItemId.Liandrys_Torment:
itemsDamage +=
(float) player.GetItemDamage(hero, Damage.DamageItems.LiandrysTorment);
break;
}
}
}
var totalDamage = AADamage + QDamage + WDamage + EDamage + RDamage + itemsDamage;
return (float) totalDamage / totalEnemies;
}
示例2: GetAdOverFive
public static float GetAdOverFive(Obj_AI_Hero hero)
{
double basicDmg = 0;
int attacks = (int) Math.Floor(hero.AttackSpeedMod * 5);
for (int i = 0; i < attacks; i++)
{
if (hero.Crit > 0)
{
basicDmg += hero.GetAutoAttackDamage(player) * (1 + hero.Crit / attacks);
}
else
{
basicDmg += hero.GetAutoAttackDamage(player);
}
}
return (float) basicDmg;
}
示例3: GetHeroAvgDamage
/// <summary>
/// Gets the hero average damage to the opposing team.
/// </summary>
/// <param name="player">The player.</param>
/// <param name="Enemies">The enemies.</param>
/// <returns></returns>
public static float GetHeroAvgDamage(Obj_AI_Hero player, List<Obj_AI_Hero> Enemies)
{
var totalEnemies = Enemies.Count();
if (totalEnemies == 0)
{
return -1;
}
var AADamage = Enemies.Aggregate(0, (current, s) => (int) (current + player.GetAutoAttackDamage(s)));
var QDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.Q).IsReady() ? player.GetSpellDamage(s, SpellSlot.Q) : 0)));
var WDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.W).IsReady() ? player.GetSpellDamage(s, SpellSlot.W) : 0)));
var EDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.E).IsReady() ? player.GetSpellDamage(s, SpellSlot.E) : 0)));
var RDamage = Enemies.Aggregate(0, (current, s) => (int)(current + (player.GetSpell(SpellSlot.R).IsReady() ? player.GetSpellDamage(s, SpellSlot.R) : 0)));
var totalDamage = AADamage + QDamage + WDamage + EDamage + RDamage;
return (float) totalDamage / totalEnemies;
}
示例4: GetAlliesComboDmg
public static double GetAlliesComboDmg(Obj_AI_Hero target, Obj_AI_Hero ally)
{
var SpellSlots = new List<SpellSlot>();
double dmg = 0;
#region SpellSots
SpellSlots.Add(SpellSlot.Q);
SpellSlots.Add(SpellSlot.W);
SpellSlots.Add(SpellSlot.E);
SpellSlots.Add(SpellSlot.R);
#endregion
foreach (var slot in SpellSlots)
{
var spell = ally.Spellbook.GetSpell(slot);
dmg += ally.GetSpellDamage(target, slot);
dmg += ally.GetAutoAttackDamage(target);
}
return dmg;
}
示例5: GetChampDmgToMe
public static float GetChampDmgToMe(Obj_AI_Hero enemy)
{
double result = 0;
double basicDmg = 0;
int attacks = (int) Math.Floor(enemy.AttackSpeedMod * 5);
for (int i = 0; i < attacks; i++)
{
if (enemy.Crit > 0)
{
basicDmg += enemy.GetAutoAttackDamage(player) * (1 + enemy.Crit / attacks);
}
else
{
basicDmg += enemy.GetAutoAttackDamage(player);
}
}
result += basicDmg;
var spells = enemy.Spellbook.Spells;
foreach (var spell in spells)
{
var t = spell.CooldownExpires - Game.Time;
if (t < 0.5)
{
switch (enemy.SkinName)
{
case "Ahri":
if (spell.Slot == SpellSlot.Q)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot));
result += (Damage.GetSpellDamage(enemy, player, spell.Slot, 1));
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Akali":
if (spell.Slot == SpellSlot.R)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * spell.Ammo);
}
else if (spell.Slot == SpellSlot.Q)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot));
result += (Damage.GetSpellDamage(enemy, player, spell.Slot, 1));
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Amumu":
if (spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * 5);
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Cassiopeia":
if (spell.Slot == SpellSlot.Q || spell.Slot == SpellSlot.E || spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * 2);
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Fiddlesticks":
if (spell.Slot == SpellSlot.W || spell.Slot == SpellSlot.E)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * 5);
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Garen":
if (spell.Slot == SpellSlot.E)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * 3);
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
break;
case "Irelia":
if (spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(enemy, player, spell.Slot) * attacks);
}
else
{
result += Damage.GetSpellDamage(enemy, player, spell.Slot);
}
//.........这里部分代码省略.........
示例6: Game_OnGameLoad
private static void Game_OnGameLoad(EventArgs args)
{
Player = ObjectManager.Player;
if (Player.BaseSkinName != ChampionName) return;
//Create the spells
Q.SetSkillshot(0.25f, 40, 1200, true, SkillshotType.SkillshotLine);
//Create the menu
Config = new Menu(ChampionName, ChampionName, true);
var targetSelectorMenu = new Menu("Target Selector", "Target Selector");
SimpleTs.AddToMenu(targetSelectorMenu);
Config.AddSubMenu(targetSelectorMenu);
//Orbwalker submenu
Config.AddSubMenu(new Menu("Orbwalking", "Orbwalking"));
//Load the orbwalker and add it to the submenu.
Orbwalker = new Orbwalking.Orbwalker(Config.SubMenu("Orbwalking"));
Config.AddSubMenu(new Menu("Combo", "Combo"));
Config.SubMenu("Combo").AddItem(new MenuItem("ComboQ", "Use Q?").SetValue(true));
Config.SubMenu("Combo").AddItem(new MenuItem("ComboR","Use R?").SetValue(true));
Config.SubMenu("Combo").AddItem(new MenuItem("ComboActive", "Combo!").SetValue(new KeyBind(32, KeyBindType.Press)));
Config.AddSubMenu(new Menu("Harass", "Harass"));
Config.SubMenu("Harass").AddItem(new MenuItem("UseQHarass", "Use Q").SetValue(true));
Config.SubMenu("Harass").AddItem(new MenuItem("QMana", "Min Mana Q").SetValue(new Slider(40, 1, 100)));
Config.SubMenu("Harass").AddItem(new MenuItem("HarassActive", "Harass!").SetValue(new KeyBind("C".ToCharArray()[0], KeyBindType.Press)));
//Damage after combo:
var eDamage = new MenuItem("DamageAfterCombo", "HP After Used Q+2AA").SetValue(true);
Utility.HpBarDamageIndicator.DamageToUnit += hero => (float)(Player.GetSpellDamage(hero, SpellSlot.Q) + (Player.GetAutoAttackDamage(hero)*2));
Utility.HpBarDamageIndicator.Enabled = eDamage.GetValue<bool>();
eDamage.ValueChanged += delegate(object sender, OnValueChangeEventArgs eventArgs)
{
Utility.HpBarDamageIndicator.Enabled = eventArgs.GetNewValue<bool>();
};
Config.AddSubMenu(new Menu("KS", "KS"));
Config.SubMenu("KS").AddItem(new MenuItem("StealE","Steal With E").SetValue(true));
Config.AddSubMenu(new Menu("Misc", "Misc"));
Config.SubMenu("Misc").AddItem(new MenuItem("eStacks", "E Stacks *Broken").SetValue(new Slider(10, 2, 30)));
Config.SubMenu("Misc").AddItem(new MenuItem("eMana", "Min Mana E").SetValue(new Slider(40, 1, 100)));
Config.SubMenu("Misc").AddItem(new MenuItem("safer", "Use R to save allies").SetValue(true));
Config.SubMenu("Misc").AddItem(new MenuItem("savehp", "HP to Save %").SetValue(new Slider(40, 1, 100)));
Config.SubMenu("Misc").AddItem(new MenuItem("Harasser", "Harass Allways").SetValue(true));
// Config.AddItem(new MenuItem("packetCast", "Packet Cast").SetValue(true));
Config.AddSubMenu(new Menu("Drawings", "Drawings"));
Config.SubMenu("Drawings").AddItem(new MenuItem("QRange", "Q range").SetValue(new Circle(true, Color.FromArgb(255, 255, 255, 255))));
Config.SubMenu("Drawings") .AddItem(new MenuItem("WRange", "W range").SetValue(new Circle(false, Color.FromArgb(255, 255, 255, 255))));
Config.SubMenu("Drawings").AddItem(new MenuItem("RRange", "R range").SetValue(new Circle(false, Color.FromArgb(255, 255, 255, 255))));
Config.SubMenu("Drawings").AddItem(eDamage);
Config.AddToMainMenu();
//Add the events we are going to use:
Drawing.OnDraw += Drawing_OnDraw;
Game.OnGameUpdate += Game_OnGameUpdate;
GameObject.OnCreate += OnCreateObject;
// Orbwalking.BeforeAttack += OrbwalkingOnBeforeAttack;
Game.PrintChat("<font color='#00FFFF'>>> Deniz Kalista v0.5 Loaded");
}
示例7: ComboDamage
private static float ComboDamage(Obj_AI_Hero src, Obj_AI_Hero dsc)
{
if (!src.IsValid || !dsc.IsValid) return 0f;
float basicDmg = 0;
int attacks = (int)Math.Floor(src.AttackSpeedMod*5);
if (src.Crit>0)
{
basicDmg += (float)src.GetAutoAttackDamage(dsc) * attacks * (1 + src.Crit);
}
else
{
basicDmg += (float)src.GetAutoAttackDamage(dsc) * attacks;
}
float damage = basicDmg;
var spells = src.Spellbook.Spells;
foreach (var spell in spells)
{
var t = spell.CooldownExpires - Game.Time;
if (spell.Level > 0 && t < 0.5 && Damage.GetSpellDamage(src, dsc, spell.Slot) > 0)
{
switch (src.SkinName)
{
case "Ahri":
if (spell.Slot == SpellSlot.Q)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot));
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot,1));
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Akali":
if (spell.Slot == SpellSlot.R)
{
damage += (float) (Damage.GetSpellDamage(src, dsc, spell.Slot)*spell.Ammo);
}
else if (spell.Slot == SpellSlot.Q)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot));
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot, 1));
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Amumu":
if (spell.Slot == SpellSlot.W)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * 5);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Cassiopeia":
if (spell.Slot == SpellSlot.Q || spell.Slot == SpellSlot.E || spell.Slot == SpellSlot.W)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * 2);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Fiddlesticks":
if (spell.Slot == SpellSlot.W || spell.Slot == SpellSlot.E)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot)*5);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Garen":
if (spell.Slot == SpellSlot.E)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * 3);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Irelia":
if (spell.Slot == SpellSlot.W)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * attacks);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "Karthus":
if (spell.Slot == SpellSlot.Q)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * 4);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "KogMaw":
if (spell.Slot == SpellSlot.W)
{
damage += (float)(Damage.GetSpellDamage(src, dsc, spell.Slot) * attacks);
}
else damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
break;
case "LeeSin":
if (spell.Slot == SpellSlot.Q)
{
damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot);
damage += (float)Damage.GetSpellDamage(src, dsc, spell.Slot,1);
}
//.........这里部分代码省略.........
示例8: GetComboDMG
public static float GetComboDMG(Obj_AI_Hero source, Obj_AI_Hero target)
{
double result = 0;
double basicDmg = 0;
int attacks = (int) Math.Floor(source.AttackSpeedMod * 5);
for (int i = 0; i < attacks; i++)
{
if (source.Crit > 0)
{
basicDmg += source.GetAutoAttackDamage(target, true) * (1f + source.Crit / attacks);
}
else
{
basicDmg += source.GetAutoAttackDamage(target, true);
}
}
result += basicDmg;
var spells = source.Spellbook.Spells;
foreach (var spell in spells)
{
var t = spell.CooldownExpires - Game.Time;
if (t < 0.5)
{
switch (source.SkinName)
{
case "Ahri":
if (spell.Slot == SpellSlot.Q)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot));
result += (Damage.GetSpellDamage(source, target, spell.Slot, 1));
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Akali":
if (spell.Slot == SpellSlot.R)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * spell.Ammo);
}
else if (spell.Slot == SpellSlot.Q)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot));
result += (Damage.GetSpellDamage(source, target, spell.Slot, 1));
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Amumu":
if (spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * 5);
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Cassiopeia":
if (spell.Slot == SpellSlot.Q || spell.Slot == SpellSlot.E || spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * 2);
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Fiddlesticks":
if (spell.Slot == SpellSlot.W || spell.Slot == SpellSlot.E)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * 5);
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Garen":
if (spell.Slot == SpellSlot.E)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * 3);
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
break;
case "Irelia":
if (spell.Slot == SpellSlot.W)
{
result += (Damage.GetSpellDamage(source, target, spell.Slot) * attacks);
}
else
{
result += Damage.GetSpellDamage(source, target, spell.Slot);
}
//.........这里部分代码省略.........