本文整理汇总了C#中Vector3.UnderTurret方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.UnderTurret方法的具体用法?C# Vector3.UnderTurret怎么用?C# Vector3.UnderTurret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Vector3
的用法示例。
在下文中一共展示了Vector3.UnderTurret方法的4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: IsSafe
public static bool IsSafe(Vector3 Position)
{
if((Position.UnderTurret(true) && !ObjectManager.Player.UnderTurret(true)) || (PositioningVariables.EnemiesClose.Count() > 1 && iSRGeometry.GetEnemyPoints().Contains(Position.To2D())))
{
return false;
}
return true;
}
示例2: IsSafePosition
public static bool IsSafePosition(Vector3 position)
{
if (position.UnderTurret(true) && !ObjectManager.Player.UnderTurret(true))
return false;
var allies = position.CountAlliesInRange(ObjectManager.Player.AttackRange);
var enemies = position.CountEnemiesInRange(ObjectManager.Player.AttackRange);
var lhEnemies = GetLhEnemiesNearPosition(position, ObjectManager.Player.AttackRange).Count();
if (enemies == 1) //It's a 1v1, safe to assume I can E
{
return true;
}
//Adding 1 for the Player
return (allies + 1 > enemies - lhEnemies);
}
示例3: IsGoodPosition
public bool IsGoodPosition(Vector3 dashPos)
{
if (getCheckBoxItem("WallCheck"))
{
var segment = DashSpell.Range / 5;
for (var i = 1; i <= 5; i++)
{
if (Player.Position.LSExtend(dashPos, i * segment).LSIsWall())
return false;
}
}
if (getCheckBoxItem("TurretCheck"))
{
if (dashPos.UnderTurret(true))
return false;
}
var enemyCheck = getSliderItem("EnemyCheck");
var enemyCountDashPos = dashPos.CountEnemiesInRange(600);
if (enemyCheck > enemyCountDashPos)
return true;
var enemyCountPlayer = Player.CountEnemiesInRange(400);
if (enemyCountDashPos <= enemyCountPlayer)
return true;
return false;
}
示例4: TumblePosition
public TumblePosition(Vector3 position)
{
var me = ObjectManager.Player;
this.Position = position;
this.NearbyMelees =
EntityManager.Heroes.Enemies.Count(
e => e.IsMelee && !e.IsDead && e.IsValidTargetEx(380, true, position));
this.EnemiesInRange =
EntityManager.Heroes.Enemies.Count(e => e.Position.IsInRange(position, 600f) && !e.IsDead);
this.AlliesInRange =
EntityManager.Heroes.Allies.Count(e => e.Position.IsInRange(position, 600f) && !e.IsDead);
this.AttackableEnemies = EntityManager.Heroes.Enemies.Count(e => e.IsInAutoAttackRange(me) && !e.IsDead);
this.CanCondemn = SpellManager.E.IsReady() && Condemn.GetTarget(position) != null;
this.UnderEnemyTurret = position.UnderTurret(true);
this.IsWall = false;
// TODO: Mirin mode?
}