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C# Vector3.IsValid方法代码示例

本文整理汇总了C#中Vector3.IsValid方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.IsValid方法的具体用法?C# Vector3.IsValid怎么用?C# Vector3.IsValid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Vector3的用法示例。


在下文中一共展示了Vector3.IsValid方法的6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: CastFlash

 public void CastFlash(Vector3 position)
 {
     var flash = Player.Spells.FirstOrDefault(a => a.SData.Name == "summonerflash");
     if (flash != null && position.IsValid() && flash.IsReady)
     {
         Player.CastSpell(flash.Slot, position);
     }
 }
开发者ID:himrengod,项目名称:Elobuddy-1,代码行数:8,代码来源:Brain.cs

示例2: GetFirstWallPoint

        public static Vector3 GetFirstWallPoint(Vector3 start, Vector3 end, int step = 1)
        {
            if (start.IsValid() && end.IsValid())
            {
                var distance = start.LSDistance(end);
                for (var i = 0; i < distance; i = i + step)
                {
                    var newPoint = start.LSExtend(end, i);

                    if (NavMesh.GetCollisionFlags(newPoint) == CollisionFlags.Wall || newPoint.LSIsWall())
                    {
                        return newPoint;
                    }
                }
            }
            return Vector3.Zero;
        }
开发者ID:yashine59fr,项目名称:PortAIO-1,代码行数:17,代码来源:FleeLogic.cs

示例3: GetWallWidth

        private static float GetWallWidth(Vector3 start, Vector3 direction, int maxWallWidth = 350, int step = 1)
        {
            var thickness = 0f;

            if (!start.IsValid() || !direction.IsValid())
            {
                return thickness;
            }

            for (var i = 0; i < maxWallWidth; i = i + step)
            {
                if (NavMesh.GetCollisionFlags(start.Extend(direction, i)) == CollisionFlags.Wall || start.Extend(direction, i).IsWall())
                {
                    thickness += step;
                }
            }
            return thickness;
        }
开发者ID:Nechrito,项目名称:Leaguesharp,代码行数:18,代码来源:WallExtension.cs

示例4: FirstWallPoint

       /// <summary>
       /// Gets the first wall point/node, w/e. 
       /// </summary>
       /// <param name="playerPosition"></param>
       /// <param name="endPosition"></param>
       /// <param name="step"></param>
       /// <returns></returns>
        public Vector3 FirstWallPoint(Vector3 playerPosition, Vector3 endPosition, int step = 1)
        {
            if (!playerPosition.IsValid() || !endPosition.IsValid())
            {
                return Vector3.Zero;
            }

            var distance = playerPosition.Distance(endPosition);

            for (var i = 0; i < distance; i = i + step)
            {
                var newPoint = playerPosition.Extend(endPosition, i);

                if (NavMesh.GetCollisionFlags(newPoint) == CollisionFlags.Wall || newPoint.IsWall())
                {
                    return newPoint;
                }
            }

            return Vector3.Zero;
        }
开发者ID:Nechrito,项目名称:Leaguesharp,代码行数:28,代码来源:WallExtension.cs

示例5: GetWallWidth

        public static float GetWallWidth(Vector3 start, Vector3 direction, int maxWallWidth = 350, int step = 1)
        {
            var thickness = 0f;

            if (start.IsValid() && direction.IsValid())
            {
                for (var i = 0; i < maxWallWidth; i = i + step)
                {
                    if (NavMesh.GetCollisionFlags(start.Extend(direction, i)) == CollisionFlags.Wall
                        || start.Extend(direction, i).IsWall())
                    {
                        // Console.WriteLine("Thickness: " + thickness);
                        thickness += step;
                    }
                    else
                    {
                        return thickness;
                    }
                }
            }
            return thickness;
        }
开发者ID:Nechrito,项目名称:Leaguesharp,代码行数:22,代码来源:FleeLogic.cs

示例6: GetMinionsPredictedPositions

        /// <summary>
        ///     Returns a list of predicted minion positions.
        /// </summary>
        /// <param name="minions">
        ///     Given Minion List
        /// </param>
        /// <param name="delay">
        ///     Skill-shot Delay
        /// </param>
        /// <param name="width">
        ///     Skill-shot Width
        /// </param>
        /// <param name="speed">
        ///     Skill-shot Speed
        /// </param>
        /// <param name="from">
        ///     The From
        /// </param>
        /// <param name="range">
        ///     Skill-shot Range
        /// </param>
        /// <param name="collision">
        ///     Has Collision Flag
        /// </param>
        /// <param name="stype">
        ///     Skill-shot Type
        /// </param>
        /// <param name="rangeCheckFrom">
        ///     Range check from Vector3 source
        /// </param>
        /// <returns>
        ///     List of Points in <see cref="Vector2" /> type
        /// </returns>
        public static List<Vector2> GetMinionsPredictedPositions(
            List<Obj_AI_Minion> minions,
            float delay,
            float width,
            float speed,
            Vector3 from,
            float range,
            bool collision,
            SkillshotType stype,
            Vector3 rangeCheckFrom = default(Vector3))
        {
            from = from.IsValid() ? from : ObjectManager.Player.ServerPosition;

            return (from minion in minions
                    select
                        Movement.GetPrediction(
                            new PredictionInput
                                {
                                    Unit = minion, Delay = delay, Radius = width, Speed = speed, From = @from,
                                    Range = range, Collision = collision, Type = stype, RangeCheckFrom = rangeCheckFrom
                                })
                    into pos
                    where pos.Hitchance >= HitChance.High
                    select pos.UnitPosition.ToVector2()).ToList();
        }
开发者ID:CjShu,项目名称:LeagueSharp.SDKEx,代码行数:58,代码来源:Minion.cs


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