本文整理汇总了C#中Obj_AI_Hero.LastAngleDiff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.LastAngleDiff方法的具体用法?C# Obj_AI_Hero.LastAngleDiff怎么用?C# Obj_AI_Hero.LastAngleDiff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.LastAngleDiff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: GetSPrediction
/// <summary>
/// Gets Prediction result
/// </summary>
/// <param name="target">Target</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
{
switch (s.Type)
{
case SkillshotType.SkillshotLine:
return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCircle:
return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCone:
return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
}
throw new NotSupportedException("Unknown skill shot type");
}
示例2: 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="from">Spell casted position</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetPrediction(Obj_AI_Hero target, float width, float delay, float missileSpeed, float range, bool collisionable)
{
return GetPrediction(target, width, delay, missileSpeed, range, collisionable, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), ObjectManager.Player.ServerPosition.To2D(), ObjectManager.Player.ServerPosition.To2D());
}
示例3: GetArcSPrediction
/// <summary>
/// Gets Prediction result
/// </summary>
/// <param name="target">Target</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetArcSPrediction(this Spell s, Obj_AI_Hero target)
{
return ArcPrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
}
示例4: SPredictionCastArc
/// <summary>
/// Spell extension for cast arc spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="hc">Minimum HitChance to cast</param>
/// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
/// <param name="minHit">Minimum Hit Count to cast</param>
/// <param name="rangeCheckFrom">Position where spell will be casted from</param>
/// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
/// <returns>true if spell has casted</returns>
public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
throw new NotSupportedException("Arc Prediction not supported in Common prediction");
if (minHit > 1)
return SPredictionCastAoeArc(s, minHit);
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例5: SPredictionCast
/// <summary>
/// Spell extension for cast spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="hc">Minimum HitChance to cast</param>
/// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
/// <param name="minHit">Minimum Hit Count to cast</param>
/// <param name="rangeCheckFrom">Position where spell will be casted from</param>
/// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
/// <returns>true if spell has casted</returns>
public static bool SPredictionCast(this Spell s, Obj_AI_Hero t, HitChance hc, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
if (t == null)
return s.Cast();
if (!s.IsSkillshot)
return s.Cast(t) == Spell.CastStates.SuccessfullyCasted;
#region if common prediction selected
if (Prediction.predMenu != null && Prediction.predMenu.Item("PREDICTONLIST").GetValue<StringList>().SelectedIndex == 1)
{
var pout = s.GetPrediction(t, minHit > 1);
if (minHit > 1)
if (pout.AoeTargetsHitCount >= minHit)
return s.Cast(pout.CastPosition);
else return false;
if (pout.Hitchance >= hc)
return s.Cast(pout.CastPosition);
else
return false;
}
#endregion
if (minHit > 1)
return SPredictionCastAoe(s, minHit);
if (t.HealthPercent > filterHPPercent)
return false;
if (Monitor.TryEnter(PathTracker.EnemyInfo[t.NetworkId].m_lock))
{
try
{
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var waypoints = t.GetWaypoints();
Prediction.Result result;
switch (s.Type)
{
case SkillshotType.SkillshotLine: result = LinePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
break;
case SkillshotType.SkillshotCircle: result = CirclePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
break;
case SkillshotType.SkillshotCone: result = ConePrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, waypoints, avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
break;
default:
throw new InvalidOperationException("Unknown spell type");
}
Prediction.lastDrawTick = Utils.TickCount;
Prediction.lastDrawPos = result.CastPosition;
Prediction.lastDrawHitchance = result.HitChance.ToString();
Prediction.lastDrawDirection = (result.CastPosition - s.From.To2D()).Normalized().Perpendicular();
Prediction.lastDrawWidth = (int)s.Width;
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
Monitor.Pulse(PathTracker.EnemyInfo[t.NetworkId].m_lock);
return false;
}
finally
{
Monitor.Exit(PathTracker.EnemyInfo[t.NetworkId].m_lock);
}
}
return false;
}
示例6: SPredictionCastArc
/// <summary>
/// Spell extension for cast arc spell with SPrediction
/// </summary>
/// <param name="s">Spell to cast</param>
/// <param name="t">Target for spell</param>
/// <param name="hc">Minimum HitChance to cast</param>
/// <param name="reactionIgnoreDelay">Delay to ignore target's reaction time</param>
/// <param name="minHit">Minimum Hit Count to cast</param>
/// <param name="rangeCheckFrom">Position where spell will be casted from</param>
/// <param name="filterHPPercent">Minimum HP Percent to cast (for target)</param>
/// <returns>true if spell has casted</returns>
public static bool SPredictionCastArc(this Spell s, Obj_AI_Hero t, HitChance hc, bool arconly = true, int reactionIgnoreDelay = 0, byte minHit = 1, Vector3? rangeCheckFrom = null, float filterHPPercent = 100)
{
if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
throw new NotSupportedException("Arc Prediction not supported in Common prediction");
if (minHit > 1)
return SPredictionCastAoeArc(s, minHit);
if (t.HealthPercent > filterHPPercent)
return false;
if (rangeCheckFrom == null)
rangeCheckFrom = ObjectManager.Player.ServerPosition;
float avgt = t.AvgMovChangeTime() + reactionIgnoreDelay;
float movt = t.LastMovChangeTime();
float avgp = t.AvgPathLenght();
var result = ArcPrediction.GetPrediction(t, s.Width, s.Delay, s.Speed, s.Range, s.Collision, t.GetWaypoints(), avgt, movt, avgp, t.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D(), arconly);
if (result.HitChance >= hc)
{
s.Cast(result.CastPosition);
return true;
}
return false;
}
示例7: GetSPrediction
/// <summary>
/// Gets Prediction result
/// </summary>
/// <param name="target">Target</param>
/// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
public static Prediction.Result GetSPrediction(this Spell s, Obj_AI_Hero target)
{
#region if common prediction selected
if (ConfigMenu.SelectedPrediction.SelectedIndex == 1)
{
var pred = s.GetPrediction(target);
var result = new Prediction.Result(new Prediction.Input(target, s), target, pred.CastPosition.To2D(), pred.UnitPosition.To2D(), pred.Hitchance, default(Collision.Result));
result.Lock(false);
return result;
}
#endregion
switch (s.Type)
{
case SkillshotType.SkillshotLine:
return LinePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCircle:
return CirclePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
case SkillshotType.SkillshotCone:
return ConePrediction.GetPrediction(target, s.Width, s.Delay, s.Speed, s.Range, s.Collision, target.GetWaypoints(), target.AvgMovChangeTime(), target.LastMovChangeTime(), target.AvgPathLenght(), target.LastAngleDiff(), s.From.To2D(), s.RangeCheckFrom.To2D());
}
throw new NotSupportedException("Unknown skill shot type");
}