本文整理汇总了C#中Unit.IsInvul方法的典型用法代码示例。如果您正苦于以下问题:C# Unit.IsInvul方法的具体用法?C# Unit.IsInvul怎么用?C# Unit.IsInvul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.IsInvul方法的13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: Orbwalk
/// <summary>
/// Orbwalks on given target if they are in range, while moving to mouse position
/// </summary>
/// <param name="target"></param>
/// <param name="bonusWindupMs"></param>
/// <param name="bonusRange"></param>
/// <param name="attackmodifiers"></param>
public static void Orbwalk(
Unit target,
float bonusWindupMs = 0,
float bonusRange = 0,
bool attackmodifiers = false)
{
if (me == null)
{
return;
}
var targetHull = 0f;
if (target != null)
{
targetHull = target.HullRadius;
}
float distance = 0;
if (target != null)
{
var pos = Prediction.InFront(
me,
(float)((Game.Ping / 1000 + me.GetTurnTime(target.Position)) * me.MovementSpeed));
distance = pos.Distance2D(target) - me.Distance2D(target);
}
var isValid = target != null && target.IsValid && target.IsAlive && target.IsVisible
&& target.Distance2D(me)
<= (me.GetAttackRange() + me.HullRadius + 50 + targetHull + bonusRange + distance);
if (isValid || (target != null && me.IsAttacking() && me.GetTurnTime(target.Position) < 0.1))
{
var canAttack = (!AttackOnCooldown(target, bonusWindupMs) || !CanCancelAnimation())
&& !target.IsAttackImmune() && !target.IsInvul() && me.CanAttack();
if (canAttack && Utils.SleepCheck("Orbwalk.Attack"))
{
Attack(target, attackmodifiers);
Utils.Sleep(100, "Orbwalk.Attack");
return;
}
}
var canCancel = (CanCancelAnimation() && AttackOnCooldown(target, bonusWindupMs))
|| (!isValid && !me.IsAttacking());
if (!canCancel || !Utils.SleepCheck("Orbwalk.Move"))
{
return;
}
me.Move(Game.MousePosition);
Utils.Sleep(100, "Orbwalk.Move");
}
示例2: 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3: CastStun
/// <summary>
/// Uses given ability in case enemy is not disabled or would be chain stunned.
/// </summary>
/// <param name="ability">
/// The ability.
/// </param>
/// <param name="target">
/// The target.
/// </param>
/// <param name="sourcePosition">
/// The source Position.
/// </param>
/// <param name="straightTimeforSkillShot">
/// The straight Time for Skill Shot.
/// </param>
/// <param name="chainStun">
/// The chain Stun.
/// </param>
/// <param name="useSleep">
/// The use Sleep.
/// </param>
/// <param name="abilityName">
/// The ability Name.
/// </param>
/// <param name="soulRing">
/// The soul Ring.
/// </param>
/// <param name="otherTargets">
/// The other Targets.
/// </param>
/// <returns>
/// returns true in case of successful cast
/// </returns>
public static bool CastStun(
this Ability ability,
Unit target,
Vector3 sourcePosition,
float straightTimeforSkillShot = 0,
bool chainStun = true,
bool useSleep = true,
string abilityName = null,
Ability soulRing = null,
List<Unit> otherTargets = null)
{
if (!ability.CanBeCasted())
{
return false;
}
if (target == null || !target.IsValid)
{
return false;
}
var name = abilityName ?? ability.StoredName();
var delay = ability.GetHitDelay(target, name) + 0.1f;
var canUse = Utils.ChainStun(target, delay, null, false, name);
if (!canUse && chainStun
&& (!target.HasModifier("modifier_pudge_meat_hook")
|| (ability.StoredName() != "pudge_dismember" && ability.StoredName() != "pudge_rot")))
{
return false;
}
if (ability.IsAbilityBehavior(AbilityBehavior.UnitTarget, name) && name != "lion_impale"
&& !target.IsInvul())
{
if (!ability.CanHit(target, sourcePosition))
{
return false;
}
if (ability.ManaCost > 0 && soulRing.CanBeCasted())
{
soulRing.UseAbility();
}
ability.UseAbility(target);
}
else if (ability.IsAbilityBehavior(AbilityBehavior.AreaOfEffect, name)
|| ability.IsAbilityBehavior(AbilityBehavior.Point, name) || name == "lion_impale"
|| (name == "earthshaker_enchant_totem" && (ability.Owner as Hero).AghanimState())
|| ability.IsSkillShot())
{
var stunned = target.IsStunned() || target.IsInvul() || target.IsRooted() || target.IsHexed();
if ((!(Prediction.StraightTime(target) > straightTimeforSkillShot * 1000) && !stunned)
|| !ability.CastSkillShot(target, name, soulRing, otherTargets))
{
return false;
}
if (useSleep)
{
Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
}
return true;
}
else if (ability.IsAbilityBehavior(AbilityBehavior.NoTarget, name))
{
//.........这里部分代码省略.........
示例4: Orbwalk
private static void Orbwalk(Hero me,Unit target,float bonusWindupMs = 100,float bonusRange = 0)
{
if (me == null)
{
return;
}
var targetHull = 0f;
if (target != null)
{
targetHull = target.HullRadius;
}
float distance = 0;
if (target != null)
{
var pos = Prediction.InFront(
me,
(float)((Game.Ping / 1000 + me.GetTurnTime(target.Position)) * me.MovementSpeed));
distance = pos.Distance2D(target) - me.Distance2D(target);
}
var isValid = target != null && target.IsValid && target.IsAlive && target.IsVisible && !target.IsInvul()
&& !target.Modifiers.Any(
x => x.Name == "modifier_ghost_state" || x.Name == "modifier_item_ethereal_blade_slow")
&& target.Distance2D(me)
<= (me.GetAttackRange() + me.HullRadius + 50 + targetHull + bonusRange + Math.Max(distance, 0));
if (isValid || (target != null && me.IsAttacking() && me.GetTurnTime(target.Position) < 0.1))
{
var canAttack = !AttackOnCooldown(me,target, bonusWindupMs)
&& !target.IsAttackImmune() && !target.IsInvul() && me.CanAttack();
if (canAttack && Utils.SleepCheck("!Orbwalk.Attack"))
{
me.Attack(target);
Utils.Sleep(
UnitDatabase.GetAttackPoint(me) * 1000 + me.GetTurnTime(target) * 1000,
"!Orbwalk.Attack");
return;
}
}
var canCancel = (CanCancelAnimation(me) && AttackOnCooldown(me,target, bonusWindupMs))
|| (!isValid && !me.IsAttacking() && CanCancelAnimation(me));
if (!canCancel || !Utils.SleepCheck("!Orbwalk.Move") || !Utils.SleepCheck("!Orbwalk.Attack"))
{
return;
}
if (target != null) me.Move(target.Position);
Utils.Sleep(100, "!Orbwalk.Move");
}
示例5: CanHit
/// <summary>
/// Checks if you could hit hero with given ability
/// </summary>
/// <param name="ability">
/// The ability.
/// </param>
/// <param name="target">
/// The target.
/// </param>
/// <param name="sourcePosition">
/// The source Position.
/// </param>
/// <param name="abilityName">
/// The ability Name.
/// </param>
/// <returns>
/// The <see cref="bool" />.
/// </returns>
public static bool CanHit(this Ability ability, Unit target, Vector3 sourcePosition, string abilityName = null)
{
if (ability == null || !ability.IsValid)
{
return false;
}
if (target == null || !target.IsValid)
{
return false;
}
var name = abilityName ?? ability.StoredName();
if (ability.Owner.Equals(target))
{
return true;
}
var id = ability.Handle + target.Handle;
if (sleeper.Sleeping(id))
{
return canHitDictionary[id];
}
var position = sourcePosition;
if (ability.IsAbilityBehavior(AbilityBehavior.Point, name) || name == "lion_impale"
|| (name == "earthshaker_enchant_totem" && (ability.Owner as Hero).AghanimState()))
{
var pred = ability.GetPrediction(target, abilityName: name);
var lion = name == "lion_impale" ? ability.GetAbilityData("length_buffer") : 0;
return position.Distance2D(pred)
<= ability.TravelDistance() + ability.GetRadius(name) + lion + target.HullRadius;
}
if (ability.IsAbilityBehavior(AbilityBehavior.NoTarget, name))
{
var pred = ability.GetPrediction(target, abilityName: name);
var distanceXyz = position.Distance2D(pred);
var radius = ability.GetRadius(name);
var range = ability.GetCastRange(name);
if (name.StartsWith("nevermore_shadowraze"))
{
range += radius / 2;
}
if (distanceXyz <= range && position.Distance2D(target.Position) <= range)
{
canHitDictionary[id] = true;
sleeper.Sleep(50, id);
return true;
}
canHitDictionary[id] = name == "pudge_rot" && target.HasModifier("modifier_pudge_meat_hook")
&& position.Distance2D(target) < 1500;
sleeper.Sleep(50, id);
return canHitDictionary[id];
}
if (!ability.IsAbilityBehavior(AbilityBehavior.UnitTarget, name))
{
canHitDictionary[id] = false;
sleeper.Sleep(50, id);
return false;
}
if (target.IsInvul())
{
canHitDictionary[id] = false;
sleeper.Sleep(50, id);
return false;
}
if (position.Distance2D(target.Position) <= ability.GetCastRange(name) + 100)
{
canHitDictionary[id] = true;
sleeper.Sleep(50, id);
return true;
}
canHitDictionary[id] = name == "pudge_dismember" && target.HasModifier("modifier_pudge_meat_hook")
&& position.Distance2D(target) < 600;
sleeper.Sleep(50, id);
//.........这里部分代码省略.........
示例6: CastSkillShot
/// <summary>
/// Uses prediction to cast given skill shot ability
/// </summary>
/// <param name="ability">
/// The ability.
/// </param>
/// <param name="target">
/// The target.
/// </param>
/// <param name="sourcePosition">
/// The source Position.
/// </param>
/// <param name="abilityName">
/// The ability Name.
/// </param>
/// <param name="soulRing">
/// The soul Ring.
/// </param>
/// <param name="otherTargets">
/// Targets which are supposed to be hit by AOE Skill Shot
/// </param>
/// <returns>
/// returns true in case of successful cast
/// </returns>
public static bool CastSkillShot(
this Ability ability,
Unit target,
Vector3 sourcePosition,
string abilityName = null,
Ability soulRing = null,
List<Unit> otherTargets = null)
{
if (ability == null || !ability.IsValid)
{
return false;
}
if (target == null || !target.IsValid)
{
return false;
}
if (!Utils.SleepCheck("CastSkillshot" + ability.Handle))
{
return false;
}
var name = abilityName ?? ability.StoredName();
var owner = ability.Owner as Unit;
var position = sourcePosition;
var delay = ability.GetHitDelay(target, name);
var data = ability.CommonProperties();
// delay += data.AdditionalDelay;
if (target.IsInvul() && !Utils.ChainStun(target, delay, null, false))
{
return false;
}
var xyz = ability.GetPrediction(target, abilityName: name);
if (otherTargets != null)
{
var avPosX = otherTargets.Average(x => ability.GetPrediction(x, abilityName: name).X);
var avPosY = otherTargets.Average(x => ability.GetPrediction(x, abilityName: name).Y);
xyz = (xyz + new Vector3(avPosX, avPosY, 0)) / 2;
}
var radius = ability.GetRadius(name);
var range = ability.TravelDistance();
if (data.AllyBlock)
{
if (
Creeps.All.Any(
x =>
x.IsValid && x.IsAlive && x.Team == owner.Team && x.Distance2D(xyz) <= range
&& x.Distance2D(owner) < owner.Distance2D(target)
&& x.Position.ToVector2().DistanceToLineSegment(sourcePosition.ToVector2(), xyz.ToVector2())
<= radius + x.HullRadius))
{
return false;
}
if (
Heroes.GetByTeam(owner.Team)
.Any(
hero =>
hero.IsAlive && !hero.Equals(owner) && !hero.Equals(target) && hero.Distance2D(xyz) <= range
&& hero.Distance2D(owner) < owner.Distance2D(target)
&& hero.Position.ToVector2()
.DistanceToLineSegment(sourcePosition.ToVector2(), xyz.ToVector2())
<= radius + hero.HullRadius))
{
return false;
}
}
if (data.EnemyBlock)
{
if (
//.........这里部分代码省略.........
示例7: Orbwalk
/// <summary>
/// Orbwalks on given target if they are in range, while moving to mouse position
/// </summary>
/// <param name="target"></param>
/// <param name="bonusWindupMs"></param>
/// <param name="bonusRange"></param>
/// <param name="attackmodifiers"></param>
public static void Orbwalk(
Unit target,
float bonusWindupMs = 0,
float bonusRange = 0,
bool attackmodifiers = false)
{
if (me == null)
{
return;
}
// if (!Utils.SleepCheck("GlobalCasting"))
// {
// return;
// }
var targetHull = 0f;
if (target != null)
{
targetHull = target.HullRadius;
}
float distance = 0;
if (target != null)
{
var pos = Prediction.InFront(
me,
(float)((Game.Ping / 1000 + me.GetTurnTime(target.Position)) * me.MovementSpeed));
distance = pos.Distance2D(target) - me.Distance2D(target);
}
var isValid = target != null && target.IsValid && target.IsAlive && target.IsVisible && !target.IsInvul()
&& !target.HasModifiers(
new[] { "modifier_ghost_state", "modifier_item_ethereal_blade_slow" },
false)
&& target.Distance2D(me)
<= me.GetAttackRange() + me.HullRadius + 50 + targetHull + bonusRange + Math.Max(distance, 0);
if (isValid || (target != null && me.IsAttacking() && me.GetTurnTime(target.Position) < 0.1))
{
var canAttack = !AttackOnCooldown(target, bonusWindupMs) && !target.IsAttackImmune()
&& !target.IsInvul() && me.CanAttack();
if (canAttack && Utils.SleepCheck("Orbwalk.Attack"))
{
Attack(target, attackmodifiers);
Utils.Sleep(
UnitDatabase.GetAttackPoint(me) * 1000 + me.GetTurnTime(target) * 1000,
"Orbwalk.Attack");
return;
}
}
var canCancel = (CanCancelAnimation() && AttackOnCooldown(target, bonusWindupMs))
|| (!isValid && !me.IsAttacking() && CanCancelAnimation());
if (!canCancel || !Utils.SleepCheck("Orbwalk.Move") || !Utils.SleepCheck("Orbwalk.Attack"))
{
return;
}
me.Move(Game.MousePosition);
Utils.Sleep(100, "Orbwalk.Move");
}
示例8: CanAttack
/// <summary>
/// The can attack.
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="bonusWindupMs">
/// The bonus windup milliseconds.
/// </param>
/// <returns>
/// The <see cref="bool" />.
/// </returns>
public bool CanAttack(Unit target = null, float bonusWindupMs = 0)
{
if (this.Unit == null || !this.Unit.IsValid)
{
return false;
}
var targetHull = 0f;
if (target != null)
{
targetHull = target.HullRadius;
}
float distance = 0;
if (target != null)
{
var pos = Prediction.InFront(
this.Unit,
(float)(Game.Ping / 1000 + this.Unit.GetTurnTime(target.Position) * this.Unit.MovementSpeed));
distance = pos.Distance2D(target) - this.Unit.Distance2D(target);
}
var isValid = (target != null && target.IsValid && target.IsAlive && target.IsVisible && !target.IsInvul()
&& !target.HasModifiers(
new[] { "modifier_ghost_state", "modifier_item_ethereal_blade_slow" },
false)
&& target.Distance2D(this.Unit)
<= this.Unit.GetAttackRange() + this.Unit.HullRadius + 75 + targetHull
+ Math.Max(distance, 0))
|| (target != null && this.Unit.IsAttacking() && this.Unit.GetTurnTime(target.Position) < 0.1);
return !this.IsAttackOnCoolDown(target, bonusWindupMs) && (target == null || isValid);
}
示例9: CastSkillShot
/// <summary>
/// Uses prediction to cast given skillshot ability
/// </summary>
/// <param name="ability"></param>
/// <param name="target"></param>
/// <param name="sourcePosition"></param>
/// <returns>returns true in case of successfull cast</returns>
public static bool CastSkillShot(this Ability ability, Unit target, Vector3 sourcePosition)
{
var owner = ability.Owner as Unit;
var position = sourcePosition;
var delay = ability.GetHitDelay(target);
//AbilityInfo data;
//if (!AbilityDamage.DataDictionary.TryGetValue(ability, out data))
//{
// data = AbilityDatabase.Find(ability.Name);
// AbilityDamage.DataDictionary.Add(ability, data);
//}
//delay += data.AdditionalDelay;
if (target.IsInvul() && !Utils.ChainStun(target, delay, null, false))
{
return false;
}
var xyz = ability.GetPrediction(target);
var radius = ability.GetRadius();
var speed = ability.GetProjectileSpeed();
if (!(position.Distance2D(xyz) <= (ability.GetCastRange() + radius)))
{
return false;
}
if (position.Distance2D(xyz) > ability.GetCastRange())
{
xyz = (position - xyz) * ability.GetCastRange() / position.Distance2D(xyz) + xyz;
}
// Console.WriteLine(ability.GetCastRange() + " " + radius);
if (ability.Name.Substring(0, Math.Min("nevermore_shadowraze".Length, ability.Name.Length))
== "nevermore_shadowraze")
{
xyz = Prediction.SkillShotXYZ(
owner,
target,
(float)((delay + (float)owner.GetTurnTime(xyz)) * 1000),
speed,
radius);
if (position.Distance2D(xyz) < (ability.GetCastRange() + radius / 2)
&& position.Distance2D(xyz) > (ability.GetCastRange() - radius / 2))
{
owner.Move((position - xyz) * 10 / position.Distance2D(xyz) + xyz);
owner.Stop();
ability.UseAbility();
return true;
}
return false;
}
ability.UseAbility(xyz);
return true;
}
示例10: CastStun
/// <summary>
/// Uses given ability in case enemy is not disabled or would be chain stunned.
/// </summary>
/// <param name="ability"></param>
/// <param name="target"></param>
/// <param name="sourcePosition"></param>
/// <param name="straightTimeforSkillShot"></param>
/// <param name="chainStun"></param>
/// <param name="useSleep"></param>
/// <param name="abilityName"></param>
/// <param name="soulRing"></param>
/// <param name="otherTargets"></param>
/// <returns>returns true in case of successfull cast</returns>
public static bool CastStun(
this Ability ability,
Unit target,
Vector3 sourcePosition,
float straightTimeforSkillShot = 0,
bool chainStun = true,
bool useSleep = true,
string abilityName = null,
Ability soulRing = null,
List<Unit> otherTargets = null)
{
if (!ability.CanBeCasted())
{
return false;
}
var name = abilityName ?? ability.StoredName();
var delay = ability.GetHitDelay(target, name);
var canUse = Utils.ChainStun(target, delay, null, false, name);
if (!canUse && chainStun)
{
return false;
}
if (ability.IsAbilityBehavior(AbilityBehavior.UnitTarget, name) && name != "lion_impale"
&& !target.IsInvul())
{
if (ability.ManaCost > 0 && soulRing.CanBeCasted())
{
soulRing.UseAbility();
}
ability.UseAbility(target);
}
else if (ability.IsAbilityBehavior(AbilityBehavior.AreaOfEffect, name)
|| ability.IsAbilityBehavior(AbilityBehavior.Point, name) || name == "lion_impale")
{
if (Prediction.StraightTime(target) > straightTimeforSkillShot * 1000
&& ability.CastSkillShot(target, name, soulRing, otherTargets))
{
if (useSleep)
{
Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
}
return true;
}
return false;
}
else if (ability.IsAbilityBehavior(AbilityBehavior.NoTarget, name))
{
if (name == "invoker_ice_wall")
{
ability.CastSkillShot(target, name);
}
else
{
if (ability.ManaCost > 0 && soulRing.CanBeCasted())
{
soulRing.UseAbility();
}
ability.UseAbility();
}
}
if (useSleep)
{
Utils.Sleep(Math.Max(delay, 0.2) * 1000 + 250, "CHAINSTUN_SLEEP");
}
return true;
}
示例11: IsIdle
/// <summary>
/// Checks if enemy is not moving
/// </summary>
/// <param name="unit"></param>
/// <returns></returns>
public static bool IsIdle(Unit unit)
{
// var modifiers = unit.Modifiers;
return unit.IsInvul() || unit.IsStunned()
|| (unit.NetworkActivity == NetworkActivity.Idle
&& (!SpeedDictionary.ContainsKey(unit.Handle) || SpeedDictionary[unit.Handle] == Vector3.Zero))
|| unit.IsAttacking();
}
示例12: OrbwalkOn
/// <summary>
/// The orbwalk.
/// </summary>
/// <param name="target">
/// The target.
/// </param>
/// <param name="movePosition">
/// The move Position.
/// </param>
/// <param name="bonusWindupMs">
/// The bonus windup ms.
/// </param>
/// <param name="bonusRange">
/// The bonus range.
/// </param>
/// <param name="attackmodifiers">
/// The attackmodifiers.
/// </param>
/// <param name="followTarget">
/// The follow target.
/// </param>
public void OrbwalkOn(
Unit target,
Vector3 movePosition,
float bonusWindupMs = 0,
float bonusRange = 0,
bool attackmodifiers = true,
bool followTarget = false)
{
if (this.Unit == null || !this.Unit.IsValid)
{
return;
}
var targetHull = 0f;
if (target != null)
{
targetHull = target.HullRadius;
}
float distance = 0;
if (target != null)
{
var pos = Prediction.InFront(
this.Unit,
(float)(Game.Ping / 1000 + this.Unit.GetTurnTime(target.Position) * this.Unit.MovementSpeed));
distance = pos.Distance2D(target) - this.Unit.Distance2D(target);
}
var isValid = target != null && target.IsValid && target.IsAlive && target.IsVisible;
var isAttackable = target != null && target.IsValid && !target.IsInvul() && !target.IsAttackImmune()
&& !target.HasModifiers(
new[] { "modifier_ghost_state", "modifier_item_ethereal_blade_slow" },
false)
&& target.Distance2D(this.Unit)
<= this.Unit.GetAttackRange() + this.Unit.HullRadius + 50 + targetHull + bonusRange
+ Math.Max(distance, 0);
if ((isValid && isAttackable)
|| (!isAttackable && target != null && target.IsValid && this.Unit.IsAttacking()
&& this.Unit.GetTurnTime(target.Position) < 0.1))
{
var canAttack = !this.IsAttackOnCoolDown(target, bonusWindupMs) && this.Unit.CanAttack();
if (canAttack && !this.attackSleeper.Sleeping && (!this.hero || Utils.SleepCheck("Orbwalk.Attack")))
{
this.attacker.Attack(target, attackmodifiers);
this.AttackOrder();
this.attackSleeper.Sleep(
(float)
(UnitDatabase.GetAttackPoint(this.Unit) * 1000 + this.Unit.GetTurnTime(target) * 1000
+ Game.Ping + 100));
this.moveSleeper.Sleep(
(float)
(UnitDatabase.GetAttackPoint(this.Unit) * 1000 + this.Unit.GetTurnTime(target) * 1000 + 50));
if (!this.hero)
{
return;
}
Utils.Sleep(
UnitDatabase.GetAttackPoint(this.Unit) * 1000 + this.Unit.GetTurnTime(target) * 1000 + Game.Ping
+ 100,
"Orbwalk.Attack");
Utils.Sleep(
UnitDatabase.GetAttackPoint(this.Unit) * 1000 + this.Unit.GetTurnTime(target) * 1000 + 50,
"Orbwalk.Move");
return;
}
if (canAttack && !this.attackSleeper2.Sleeping)
{
this.attacker.Attack(target, attackmodifiers);
this.AttackOrder();
this.attackSleeper2.Sleep(100);
return;
}
}
var userdelay = this.setUserDelayManually ? this.UserDelay : Orbwalking.UserDelay;
var canCancel = (this.CanCancelAttack(userdelay) && this.IsAttackOnCoolDown(target, bonusWindupMs))
|| ((!isValid || !isAttackable)
//.........这里部分代码省略.........
示例13: CheckEnemy
protected virtual bool CheckEnemy(Unit unit)
{
return !unit.IsInvul()
&& (CanBeUsedOnAlly || unit.Equals(Hero)
|| ((PiercesMagicImmunity || !unit.IsMagicImmune())
&& (IgnoresLinkensSphere || !unit.IsLinkensProtected())));
}