本文整理汇总了C#中Unit.Attack方法的典型用法代码示例。如果您正苦于以下问题:C# Unit.Attack方法的具体用法?C# Unit.Attack怎么用?C# Unit.Attack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Unit
的用法示例。
在下文中一共展示了Unit.Attack方法的5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: AttackIfCan
private static void AttackIfCan(Unit source, Unit target)
{
if (target == null) return;
if (source.CanAttack() && AttackTarget.isActive && !target.IsAttackImmune() && !target.IsInvul()) source.Attack(target);
}
示例2: ClickedOnObject
//when right clicked on object
private void ClickedOnObject(Unit unit, GameObject hitObject) {
WorldObject wo = hitObject.GetComponent<WorldObject>();
if(wo is Barracks && wo.Owner == player) /*if own barracks have been hitted */
unit.GoTrain(hitObject);
else if (wo.Owner != player) {
unit.Attack(hitObject);
}
}
示例3: DoShit
/**
* DoShit takes in a unit and makes the unit do pushing related actions:
* 1) boots of travel to creep furthest away from unit
* 2) push the current lane
* 3) attack tower with shield if nearby
* 4) attack creeps if nearby
* 5) if enemy creeps are nearby, use mjollnir and necronomicon
* args hero: unit to control
* args isTempest: passed to easily distinguish between clone unit and other units
**/
private static void DoShit(Unit hero, bool isTempest=false)
{
if (!hero.IsAlive)
return;
// setting variables
var handle = hero.Handle;
var items = isTempest ? hero.Inventory.Items.ToList() : null;
var travelBoots = isTempest?
items.FirstOrDefault(
x =>
(x.Name == "item_travel_boots" ||
x.Name == "item_travel_boots_2") && x.CanBeCasted() &&
Utils.SleepCheck("Tempest.Travels.Cd" + handle)) : null;
var autoPushItems =isTempest ?
items.Where(
x =>
AutoPushItems.Contains(x.Name) && x.CanBeCasted() &&
Utils.SleepCheck("Tempest.AutoPush.Cd" + handle + x.Name)) : null;
var myCreeps = Objects.LaneCreeps.GetCreeps().Where(x => x.Team == hero.Team).ToList();
var enemyCreeps = Objects.LaneCreeps.GetCreeps().Where(x => x.Team != hero.Team).ToList();
var creepWithEnemy =
myCreeps.FirstOrDefault(
x => x.MaximumHealth * 65 / 100 < x.Health && enemyCreeps.Any(y => y.Distance2D(x) <= 1000));
var isChannel = isTempest && hero.IsChanneling();
// code for using boots of travel
// note: chooses creep furthest away from unit to TP to
if (travelBoots != null && !enemyCreeps.Any(x => x.Distance2D(hero) <= 1000) && !isChannel && Menu.Item("AutoPush.Travels").GetValue<bool>())
{
var mod = hero.FindModifier("modifier_kill");
if (mod == null || mod.RemainingTime >= 10)
{
if (creepWithEnemy == null)
{
creepWithEnemy = myCreeps.OrderByDescending(x => x.Distance2D(hero)).FirstOrDefault();
}
if (creepWithEnemy != null)
{
travelBoots.UseAbility(creepWithEnemy);
Utils.Sleep(500, "Tempest.Travels.Cd" + handle);
return;
}
}
}
if (isChannel) return;
var nearestTower =
Objects.Towers.GetTowers()
.Where(x => x.Team == hero.GetEnemyTeam())
.OrderBy(y => y.Distance2D(hero))
.FirstOrDefault() ?? Objects.Fountains.GetEnemyFountain();
var fountain = Objects.Fountains.GetAllyFountain();
var curlane = GetCurrentLane(hero);
var clospoint = GetClosestPoint(curlane);
var useThisShit = clospoint.Distance2D(fountain) - 250 > hero.Distance2D(fountain);
// useThisShit will return true if unit is closer to the fountain than the clospoint
if (nearestTower != null)
{
var pos = (curlane == "mid" || !useThisShit) ? nearestTower.Position : clospoint;
// if unit is at mid or clospoint is closer than the unit to the fountain, push the nearest tower
// otherwise, push the closest point
// if unit is a tempest and is close to the tower, use shield and attack tower
if (nearestTower.Distance2D(hero) <= 900 && isTempest)
{
if (Utils.SleepCheck("Tempest.Attack.Tower.Cd" + handle))
{
var spell = hero.Spellbook.Spell2;
if (spell != null && IsAbilityEnable(spell.StoredName(), calcForPushing: true) &&
spell.CanBeCasted() && Utils.SleepCheck("shield" + handle))
// handle used to uniquely identify the current hero's cooldowns
{
spell.UseAbility(Prediction.InFront(hero, 100));
Utils.Sleep(1500, "shield" + handle);
}
else if (!hero.IsAttacking())
{
hero.Attack(nearestTower);
}
Utils.Sleep(1000, "Tempest.Attack.Tower.Cd" + handle);
}
}
// make the unit issue an attack command at the position pos
else if (Utils.SleepCheck("Tempest.Attack.Cd" + handle) && !hero.IsAttacking() && isTempest)
{
hero.Attack(pos);
Utils.Sleep(1000, "Tempest.Attack.Cd" + handle);
}
// smart attack for necrobook (unaggro under tower)
//.........这里部分代码省略.........
示例4: DoShit
private static void DoShit(Unit hero, bool isTempest=false)
{
var handle = hero.Handle;
var items = isTempest?hero.Inventory.Items.ToList():null;
var travelBoots = isTempest?
items.FirstOrDefault(
x =>
(x.Name == "item_travel_boots" ||
x.Name == "item_travel_boots_2") && x.CanBeCasted() &&
Utils.SleepCheck("Tempest.Travels.Cd" + handle)):null;
var autoPushItems =isTempest?
items.Where(
x =>
AutoPushItems.Contains(x.Name) && x.CanBeCasted() &&
Utils.SleepCheck("Tempest.AutoPush.Cd" + handle + x.Name)):null;
var myCreeps = Objects.LaneCreeps.GetCreeps().Where(x => x.Team == hero.Team).ToList();
var enemyCreeps = Objects.LaneCreeps.GetCreeps().Where(x => x.Team != hero.Team).ToList();
var creepWithEnemy =
myCreeps.FirstOrDefault(
x => x.MaximumHealth * 65 / 100 < x.Health && enemyCreeps.Any(y => y.Distance2D(x) <= 1000));
var isChannel = isTempest && hero.IsChanneling();
if (travelBoots != null && !enemyCreeps.Any(x => x.Distance2D(hero) <= 1000) && isTempest && !isChannel)
{
if (creepWithEnemy == null)
{
creepWithEnemy = myCreeps.OrderByDescending(x => x.Distance2D(hero)).FirstOrDefault();
}
if (creepWithEnemy != null)
{
travelBoots.UseAbility(creepWithEnemy);
Utils.Sleep(500, "Tempest.Travels.Cd" + handle);
return;
}
}
if (isChannel) return;
var nearestTower =
Objects.Towers.GetTowers()
.Where(x => x.Team == hero.GetEnemyTeam())
.OrderBy(y => y.Distance2D(hero))
.FirstOrDefault() ?? Objects.Fountains.GetEnemyFountain();
var fountain = Objects.Fountains.GetAllyFountain();
var curlane = GetCurrentLane(hero);
var clospoint = GetClosestPoint(curlane);
var useThisShit = clospoint.Distance2D(fountain) - 250 > hero.Distance2D(fountain);
//Print($"{clospoint.Distance2D(fountain)} ??? {hero.Distance2D(fountain)}");
if (nearestTower != null)
{
var pos = curlane == "mid" || !useThisShit ? nearestTower.Position : clospoint;
if (nearestTower.Distance2D(hero) <= 1000 && Utils.SleepCheck("Tempest.Attack.Tower.Cd" + handle) &&
Utils.SleepCheck("shield" + handle) && isTempest)
{
var spell = hero.Spellbook.Spell2;
if (spell != null && spell.CanBeCasted())
{
spell.UseAbility(Prediction.InFront(hero, 100));
Utils.Sleep(1500, "shield" + handle);
}
else if (!hero.IsAttacking())
{
hero.Attack(nearestTower);
}
Utils.Sleep(1000, "Tempest.Attack.Tower.Cd" + handle);
}
else if (Utils.SleepCheck("Tempest.Attack.Cd" + handle) && !hero.IsAttacking())
{
hero.Attack(pos);
Utils.Sleep(1000, "Tempest.Attack.Cd" + handle);
}
if (enemyCreeps.Any(x => x.Distance2D(hero) <= 800) && isTempest)
{
foreach (var item in autoPushItems)
{
if (item.Name != "item_mjollnir")
{
item.UseAbility();
}
else
{
var necros =
Objects.Necronomicon.GetNecronomicons(hero)
.FirstOrDefault(x => x.Distance2D(hero) <= 500 && x.Name.Contains("warrior"));
if (necros != null) item.UseAbility(necros);
}
Utils.Sleep(350, "Tempest.AutoPush.Cd" + handle + item.Name);
}
}
}
}
示例5: SmartAttack
private static void SmartAttack(Unit me, List<Unit> myCreeps, Unit nearestTower, Vector3 pos)
{
var name = me.StoredName();
if (Menu.Item("AutoPush.UnAggro.Enable").GetValue<bool>() &&
myCreeps.Any(x => x.Distance2D(nearestTower) <= 800) && me.Distance2D(nearestTower) <= 1000)
{
var hpwasChanged = CheckForChangedHealth(me);
if (hpwasChanged)
{
var allyCreep = myCreeps.OrderBy(x => x.Distance2D(me)).First();
if (allyCreep != null)
{
var towerPos = nearestTower.Position;
var ang = allyCreep.FindAngleBetween(towerPos, true);
var p = new Vector3((float) (allyCreep.Position.X - 250*Math.Cos(ang)),
(float) (allyCreep.Position.Y - 250*Math.Sin(ang)), 0);
me.Move(p);
me.Attack(allyCreep, true);
Utils.Sleep(1200, name + "attack");
}
else
{
var towerPos = nearestTower.Position;
var ang = me.FindAngleBetween(towerPos, true);
var p = new Vector3((float) (me.Position.X - 1000*Math.Cos(ang)),
(float) (me.Position.Y - 1000*Math.Sin(ang)), 0);
me.Move(p);
Utils.Sleep(500, name + "attack");
}
}
else
{
me.Attack(pos);
Utils.Sleep(500, name + "attack");
}
}
else
{
me.Attack(pos);
Utils.Sleep(500, name + "attack");
}
}