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C# Unit.Attack方法代码示例

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);
 }
开发者ID:LimbViolencer,项目名称:EnsageSharp-6,代码行数:5,代码来源:EzUnitControl.cs

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);
		}
	}
开发者ID:ltasler,项目名称:Hello-Game,代码行数:12,代码来源:UserInput.cs

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.........
开发者ID:JumpAttacker,项目名称:EnsageSharp,代码行数:101,代码来源:Core.cs

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);
             }
         }
     }
 }
开发者ID:Romikus33,项目名称:EnsageSharp,代码行数:88,代码来源:Program.cs

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");
     }
 }
开发者ID:JumpAttacker,项目名称:EnsageSharp,代码行数:42,代码来源:Core.cs


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