本文整理汇总了C#中Unit.GetEnemyTeam方法的典型用法代码示例。如果您正苦于以下问题:C# Unit.GetEnemyTeam方法的具体用法?C# Unit.GetEnemyTeam怎么用?C# Unit.GetEnemyTeam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.GetEnemyTeam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: SafeTp
private static bool SafeTp(Unit me, Ability w)
{
if (true) //(Menu.Item("AutoHeal.Hero.Enable").GetValue<bool>())
{
var handle = me.Handle;
bool nh;
if (!NeedHeal.TryGetValue(handle, out nh))
NeedHeal.Add(handle, false);
var perc = me.Health/(float) me.MaximumHealth*100;
//Print(String.Format("Health: {0}, Max Health: {1}, Percent: {2}", Me.Health, Me.MaximumHealth, perc));
if (NeedHeal[handle])
{
if ((perc > 95 &&
me.HasModifiers(new[] {"modifier_fountain_aura", "modifier_fountain_aura_buff"}, false)) ||
OrderStates[handle] != OrderState.Escape)
{
NeedHeal[handle] = false;
var newOrder = LastOrderStates[handle] != OrderState.Escape
? LastOrderStates[handle]
: OrderState.Idle;
OrderStates[handle] = _globalTarget == null ? newOrder/*OrderState.Idle*/ : OrderState.InCombo;
//Print(newOrder.ToString());
//Print("im full now ["+handle+"]");
}
else if (!me.HasModifiers(new[] {"modifier_fountain_aura", "modifier_fountain_aura_buff"}, false))
{
if (Utils.SleepCheck("move check" + handle))
{
var anyEnemyHero =
Heroes.GetByTeam(me.GetEnemyTeam())
.FirstOrDefault(x => x.IsAlive && x.IsVisible && x.Distance2D(me) <= 800);
if (anyEnemyHero != null)
{
var spell = SpellQ[handle];
if (spell != null && spell.CanBeCasted() && !anyEnemyHero.HasModifier("modifier_meepo_earthbind"))
{
spell.CastSkillShot(anyEnemyHero);
}
}
var anyAllyMeepoNearBase =
_meepoList.Where(
x =>
!Equals(x, me) && x.Distance2D(Fountains.GetAllyFountain()) <= 5000 &&
!Heroes.GetByTeam(me.GetEnemyTeam()).Any(y => y.IsAlive && y.IsVisible && y.Distance2D(x) <= 1500))
.OrderBy(z => z.Distance2D(Fountains.GetAllyFountain())).FirstOrDefault();
var underTower = Towers.All.Where(x => x.Team == me.GetEnemyTeam())
.Any(x => x.Distance2D(me) <= 800);
if (anyAllyMeepoNearBase != null && w.CanBeCasted() && !underTower)
{
if (Utils.SleepCheck("poofTimeToBase" + handle))
{
w.UseAbility(anyAllyMeepoNearBase.Position);
Utils.Sleep(2000, "poofTimeToBase" + handle);
}
}
var channeledAbility = me.GetChanneledAbility();
var travelBoots = me.FindItem("item_travel_boots", true) ??
me.FindItem("item_travel_boots_2", true) ??
me.FindItem("item_tpscroll", true);
if (me.IsChanneling() && channeledAbility.Name != "item_travel_boots"
&& channeledAbility.Name != "item_travel_boots_2" &&
channeledAbility.Name != "item_tpscroll")
{
//do nothing while in tp
}
else if (!underTower && travelBoots != null && travelBoots.CanBeCasted() &&
me.Distance2D(Fountains.GetAllyFountain()) >= 5000 && Utils.SleepCheck("tp_cd" + handle) && Utils.SleepCheck("poofTimeToBase" + handle))
{
Utils.Sleep(250, "tp_cd" + handle);
travelBoots.UseAbility(Fountains.GetAllyFountain().Position);
}
else
{
me.Move(Fountains.GetAllyFountain().Position);
}
Utils.Sleep(500, "move check"+handle);
}
}
}
else
{
if (perc < Menu.Item("Escape.MinRangePercent").GetValue<Slider>().Value || me.Health <= Menu.Item("Escape.MinRange").GetValue<Slider>().Value)
{
//Print("hp too low, go to fountain. Perc: "+perc);
NeedHeal[handle] = true;
LastOrderStates[handle] = OrderStates[handle] == OrderState.Escape
? OrderState.Idle
: OrderStates[handle];
OrderStates[handle] = OrderState.Escape;
}
else
{
//Print("checking for hp");
}
}
return NeedHeal[handle];
}
}
示例2: CalculateDamage
//.........这里部分代码省略.........
source,
name,
data.MagicImmunityPierce,
minusMagicResistancePerc: minusMagicResistancePerc);
outgoingDamage = blinkdamage
+ target.SpellDamageTaken(
agiMultiplier * hero.TotalAgility + (source.MinimumDamage + source.BonusDamage),
DamageType.Physical,
source,
name,
data.MagicImmunityPierce,
minusMagicResistancePerc: minusMagicResistancePerc);
break;
case "undying_soul_rip":
var radius = ability.GetAbilityData("radius");
var nearUnits = ObjectManager.GetEntities<Unit>();
var damagePerUnit = ability.GetAbilityData("damage_per_unit");
var maxUnits = ability.GetAbilityData("max_units");
outgoingDamage =
Math.Min(
nearUnits.Count(
x =>
!x.Equals(source) && !x.Equals(target) && x.Distance2D(source) < radius + x.HullRadius
&& (x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Lane
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Neutral
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creep_Siege
|| x.ClassID == ClassID.CDOTA_BaseNPC_Creature
|| x.ClassID == ClassID.CDOTA_BaseNPC_Invoker_Forged_Spirit
|| x.ClassID == ClassID.CDOTA_Unit_Undying_Zombie
|| x.ClassID == ClassID.CDOTA_BaseNPC_Warlock_Golem
|| (x is Hero
&& (x.Team == source.Team
|| (x.Team == source.GetEnemyTeam() && !x.IsMagicImmune())))) && x.IsAlive
&& x.IsVisible),
maxUnits) * damagePerUnit;
outgoingDamage = target.SpellDamageTaken(
outgoingDamage,
DamageType.Magical,
source,
name,
data.MagicImmunityPierce,
minusMagicResistancePerc: minusMagicResistancePerc);
break;
default:
var damageString = data.DamageString;
if (damageString == null)
{
outgoingDamage = ability.GetDamage(level - 1);
}
else
{
if (ability.AbilityType.HasFlag(AbilityType.Ultimate) && level > 0 && source.AghanimState())
{
level -= 1;
}
if (data.SpellLevel != null)
{
var spellLevel = source.FindSpell(data.SpellLevel, true);
level = spellLevel.Level;
}
if (source.ClassID == ClassID.CDOTA_Unit_Hero_Invoker && level > 0 && source.AghanimState())
{
level += 1;
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: HighestHealthPointsTarget
/// <summary>
/// The highest health points target.
/// </summary>
/// <param name="source">
/// The source hero (LocalHero).
/// </param>
/// <param name="range">
/// The range.
/// </param>
/// <returns>
/// The <see cref="Hero" />.
/// </returns>
public static Hero HighestHealthPointsTarget(Unit source, float range)
{
return
Heroes.GetByTeam(source.GetEnemyTeam())
.Where(
hero =>
hero.IsValid && hero.IsAlive && hero.IsVisible && hero.Distance2D(source) <= range
&& !hero.IsInvul() && !hero.HasModifier("modifier_skeleton_king_reincarnation_scepter_active"))
.MaxOrDefault(hero => hero.Health);
}