本文整理汇总了C#中SFXChallenger.Wrappers.Spell.SetSkillshot方法的典型用法代码示例。如果您正苦于以下问题:C# SFXChallenger.Wrappers.Spell.SetSkillshot方法的具体用法?C# SFXChallenger.Wrappers.Spell.SetSkillshot怎么用?C# SFXChallenger.Wrappers.Spell.SetSkillshot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SFXChallenger.Wrappers.Spell
的用法示例。
在下文中一共展示了SFXChallenger.Wrappers.Spell.SetSkillshot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: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 825f, DamageType.Magical);
Q.SetSkillshot(0.13f, 115f, 1400f, false, SkillshotType.SkillshotCircle);
W = new Spell(SpellSlot.W, float.MaxValue, DamageType.Magical);
W.SetSkillshot(0f, 220f, float.MaxValue, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 1095f, DamageType.Magical);
E.SetSkillshot(0.25f, 125f, 1700f, false, SkillshotType.SkillshotLine);
R = new Spell(SpellSlot.R, float.MaxValue, DamageType.Magical);
R.SetSkillshot(0.75f, 375f, float.MaxValue, false, SkillshotType.SkillshotCircle);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = true,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = true,
InterruptDelay = false,
Spells = Spells,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, resMulti, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.w").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.e").GetValue<bool>(), true)
};
}
示例2: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 925f);
Q.SetSkillshot(0.25f, 70f, 1800f, false, SkillshotType.SkillshotLine);
Q.SetCharged("VarusQ", "VarusQ", 925, 1700, 1.5f);
W = new Spell(SpellSlot.W, 0f, DamageType.Magical);
E = new Spell(SpellSlot.E, 950f);
E.SetSkillshot(0.25f, 250f, 1500f, false, SkillshotType.SkillshotCircle);
R = new Spell(SpellSlot.R, 1075f);
R.SetSkillshot(0.25f, 120f, 1950f, false, SkillshotType.SkillshotLine);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = true,
GapcloserDelay = false,
Interrupt = false,
InterruptDelay = false,
Spells = Spells,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, resMulti, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.e").GetValue<bool>(), true)
};
}
示例3: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 850f);
Q.SetSkillshot(0.25f, 60f, 2000f, false, SkillshotType.SkillshotLine);
W = new Spell(SpellSlot.W, 900f, DamageType.Magical);
W.SetSkillshot(0.35f, 250f, 1650f, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 425f);
R = new Spell(SpellSlot.R, 1100f);
R.SetSkillshot(0.25f, 110f, 2100f, false, SkillshotType.SkillshotLine);
R2 = new Spell(SpellSlot.R, 700f);
R2.SetSkillshot(0f, 110f, 1500f, false, SkillshotType.SkillshotCone);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = false,
InterruptDelay = false,
Spells = Spells,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, resMulti, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(), true)
};
}
示例4: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 600f, DamageType.Magical);
Q.Range += GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(50).Min();
Q.SetTargetted(0.25f, Q.Instance.SData.MissileSpeed);
W = new Spell(SpellSlot.W, 175f, DamageType.Magical);
E = new Spell(SpellSlot.E, 600f, DamageType.Magical) { Delay = 0.25f, Width = 600f };
R = new Spell(SpellSlot.R, 700f, DamageType.Magical);
R.SetSkillshot(0.25f, 175f, float.MaxValue, false, SkillshotType.SkillshotCircle);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = false,
InterruptDelay = false,
Spells = Spells,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.e").GetValue<bool>(), true)
};
}
示例5: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 850f);
Q.SetSkillshot(0.25f, 90f, 1350f, false, SkillshotType.SkillshotLine);
W = new Spell(SpellSlot.W, 800f);
E = new Spell(SpellSlot.E);
R = new Spell(SpellSlot.R, 1100f);
}
示例6: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 1450f, DamageType.Magical);
Q.SetSkillshot(0.25f, 40f, 1000f, false, SkillshotType.SkillshotLine);
W = new Spell(SpellSlot.W, 550f, DamageType.Magical);
W.SetSkillshot(0.5f, 100f, Player.BasicAttack.MissileSpeed, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E);
R = new Spell(SpellSlot.R, 5500f);
}
示例7: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 980f, DamageType.Magical);
Q.SetSkillshot(0.25f, 50f, 2000f, true, SkillshotType.SkillshotLine);
W = new Spell(
SpellSlot.W,
Player.AttackRange + Player.BoundingRadius +
GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(30).Min(), DamageType.Magical);
E = new Spell(SpellSlot.E, 1200f, DamageType.Magical);
E.SetSkillshot(0.25f, 120f, 1400f, false, SkillshotType.SkillshotLine);
R = new Spell(SpellSlot.R, 1200f, DamageType.Magical);
R.SetSkillshot(1.5f, 200f, float.MaxValue, false, SkillshotType.SkillshotCircle);
}
示例8: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 850f, DamageType.Magical);
Q.SetSkillshot(0.3f, 50f, float.MaxValue, false, SkillshotType.SkillshotCircle);
W = new Spell(SpellSlot.W, 850f, DamageType.Magical);
W.SetSkillshot(0.5f, 125f, 2500f, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 700f, DamageType.Magical);
E.SetTargetted(0.2f, 1700f);
E.Collision = true;
R = new Spell(SpellSlot.R, 825f, DamageType.Magical);
R.SetSkillshot(0.8f, (float) (80 * Math.PI / 180), float.MaxValue, false, SkillshotType.SkillshotCone);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = true,
Required = true,
Force = true,
Gapcloser = true,
GapcloserDelay = false,
Interrupt = true,
InterruptDelay = false,
Spells = Spells,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, resMulti, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.w").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.e").GetValue<bool>(), true)
};
}
示例9: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, Player.BoundingRadius + 600f, DamageType.Magical);
Q.Range += GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(50).Average();
Q.SetTargetted(0.5f, 1800f);
W = new Spell(SpellSlot.W, 700f, DamageType.Magical);
W.SetSkillshot(1.6f, 300f, float.MaxValue, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 525f, DamageType.Magical);
E.SetSkillshot(0f, 90f, 800f, false, SkillshotType.SkillshotLine);
R = new Spell(SpellSlot.R, 700f, DamageType.Magical);
R.SetSkillshot(0.2f, 300f, float.MaxValue, false, SkillshotType.SkillshotCircle);
}
示例10: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 850f, DamageType.Magical);
Q.SetSkillshot(0.4f, 60f, float.MaxValue, false, SkillshotType.SkillshotCircle);
W = new Spell(SpellSlot.W, 850f, DamageType.Magical);
W.SetSkillshot(0.7f, 125f, 2500f, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 700f, DamageType.Magical);
E.SetTargetted(0.2f, 1700f);
E.Collision = true;
R = new Spell(SpellSlot.R, 825f, DamageType.Magical);
R.SetSkillshot(0.8f, (float) (80 * Math.PI / 180), float.MaxValue, false, SkillshotType.SkillshotCone);
}
示例11: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, Player.BoundingRadius + 600f, DamageType.Magical);
Q.Range += GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(25).Min();
Q.SetTargetted(0.15f, 2050f);
W = new Spell(SpellSlot.W, 700f, DamageType.Magical);
W.SetSkillshot(1f, 300f, float.MaxValue, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 525f, DamageType.Magical);
E.SetSkillshot(0f, 90f, 800f, false, SkillshotType.SkillshotLine);
R = new Spell(SpellSlot.R, 700f, DamageType.Magical);
R.SetSkillshot(0.2f, 300f, float.MaxValue, false, SkillshotType.SkillshotCircle);
_ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = true,
InterruptDelay = true,
DamageCalculation =
(hero, resMulti, rangeCheck) =>
CalcComboDamage(
hero, resMulti, rangeCheck, Menu.Item(Menu.Name + ".combo.q").GetValue<bool>(),
Menu.Item(Menu.Name + ".combo.e").GetValue<bool>(), true)
};
}
示例12: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 825f, DamageType.Magical);
Q.SetSkillshot(0.15f, 110f, 1375f, false, SkillshotType.SkillshotCircle);
W = new Spell(SpellSlot.W, float.MaxValue, DamageType.Magical);
W.SetSkillshot(0f, 220f, float.MaxValue, false, SkillshotType.SkillshotCircle);
E = new Spell(SpellSlot.E, 1095f, DamageType.Magical);
E.SetSkillshot(0.25f, 125f, 1700f, false, SkillshotType.SkillshotLine);
R = new Spell(SpellSlot.R, float.MaxValue, DamageType.Magical);
R.SetSkillshot(0.75f, 375f, float.MaxValue, false, SkillshotType.SkillshotCircle);
}
示例13: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 650f);
Q.Range += GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(25).Min();
Q.SetTargetted(0.25f, 1400f);
Q1 = new Spell(SpellSlot.Q, Q.Range + 450f);
W = new Spell(SpellSlot.W, Orbwalking.GetRealAutoAttackRange(null) * 1.25f);
W.Range += GameObjects.EnemyHeroes.Select(e => e.BoundingRadius).DefaultIfEmpty(25).Min();
E = new Spell(SpellSlot.E, 1000f);
E.SetSkillshot(0.5f, 175f, float.MaxValue, false, SkillshotType.SkillshotCircle);
R = new Spell(SpellSlot.R, 1200f);
R.SetSkillshot(0.25f, 100f, 2000f, false, SkillshotType.SkillshotLine);
Ultimate = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = false,
InterruptDelay = false,
Spells = Spells,
SingleDamagePercent = 100,
DamagePercent = 100,
ComboDamageCheck = true,
DamageCalculation = (hero, resMulti, rangeCheck) => CalcUltimateDamage(hero, resMulti, rangeCheck)
};
/*
Drawing.OnDraw += delegate
{
var minions = MinionManager.GetMinions(
Q.Range, MinionTypes.All, MinionTeam.NotAlly, MinionOrderTypes.None);
foreach (var minion in minions)
{
var coneBuff = new Geometry.Polygon.Sector(
minion.Position, Player.Position.Extend(minion.Position, Player.Distance(minion) + Q.Range / 2f),
(float) (40 * Math.PI / 180), Q1.Range - Q.Range);
var coneNormal = new Geometry.Polygon.Sector(
minion.Position, Player.Position.Extend(minion.Position, Player.Distance(minion) + Q.Range / 2f),
(float) (60 * Math.PI / 180), Q1.Range - Q.Range);
for (var i = 0; i < coneBuff.Points.Count - 1; i++)
{
var p1 = Drawing.WorldToScreen(coneBuff.Points[i].To3D());
var p2 = Drawing.WorldToScreen(coneBuff.Points[i + 1].To3D());
Drawing.DrawLine(p1, p2, 3, Color.Red);
}
Drawing.DrawLine(
Drawing.WorldToScreen(coneBuff.Points.First().To3D()),
Drawing.WorldToScreen(coneBuff.Points.Last().To3D()), 3, Color.Red);
for (var i = 0; i < coneNormal.Points.Count - 1; i++)
{
var p1 = Drawing.WorldToScreen(coneNormal.Points[i].To3D());
var p2 = Drawing.WorldToScreen(coneNormal.Points[i + 1].To3D());
Drawing.DrawLine(p1, p2, 3, Color.White);
}
Drawing.DrawLine(
Drawing.WorldToScreen(coneNormal.Points.First().To3D()),
Drawing.WorldToScreen(coneNormal.Points.Last().To3D()), 3, Color.White);
}
};
*/
}
示例14: SetupSpells
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q, 1050);
Q.SetSkillshot(0.125f, 50, 1650, true, SkillshotType.SkillshotLine);
W = new Spell(SpellSlot.W, 900);
E = new Spell(SpellSlot.E);
R = new Spell(SpellSlot.R, 500);
}
示例15: SetupSpells
/// <summary>
/// Sets up the spells
/// </summary>
protected override void SetupSpells()
{
Q = new Spell(SpellSlot.Q);
Q.SetSkillshot(0.5f, 100f, Player.BasicAttack.MissileSpeed, false, SkillshotType.SkillshotCircle);
W = new Spell(SpellSlot.W, 1450f);
W.SetSkillshot(0.6f, 60f, 3300f, true, SkillshotType.SkillshotLine);
E = new Spell(SpellSlot.E, 900f);
E.SetSkillshot(0.3f, 120f, 3300f, false, SkillshotType.SkillshotCircle); // We don't set the delay to it's correct value as the prediction messes around.
R = new Spell(SpellSlot.R, 3200f);
R.SetSkillshot(0.6f, 140f, 1700f, true, SkillshotType.SkillshotLine);
UltimateExplosion = new Spell(SpellSlot.R, 300f);
UltimateExplosion.SetSkillshot(0f, 300f, 1500f, false, SkillshotType.SkillshotCircle);
_ultimateManager = new UltimateManager
{
Combo = true,
Assisted = true,
Auto = true,
Flash = false,
Required = true,
Force = true,
Gapcloser = false,
GapcloserDelay = false,
Interrupt = false,
InterruptDelay = false,
Spells = Spells,
DamageCalculation = (hero, resMulti, rangeCheck) => CalculateComboDamage(hero, rangeCheck, true)
};
}