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C# WoWUnit.IsCrowdControlled方法代码示例

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


在下文中一共展示了WoWUnit.IsCrowdControlled方法的9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: NeedsNormalCrowdControl

 //
 private static bool NeedsNormalCrowdControl(WoWUnit u)
 {
     bool good = u.Combat
         && u.IsTargetingMyPartyMember
         && u.Distance <= 40
         && !u.IsCrowdControlled()
         // && !u.HasAnyAura("Explosive Trap", "Ice Trap", "Freezing Trap", "Snake Trap")
         && u.Guid != Me.CurrentTargetGuid
         && !Blacklist.Contains(u.Guid, BlacklistFlags.Combat)
         && !Unit.NearbyFriendlyPlayers.Any( g => g.CurrentTargetGuid == u.Guid);
     return good;
 }
开发者ID:superkhung,项目名称:SingularMod3,代码行数:13,代码来源:Common.cs

示例2: IsViableForPolymorph

        private static bool IsViableForPolymorph(WoWUnit unit)
        {
            if (StyxWoW.Me.CurrentTargetGuid == unit.Guid)
                return false;

            if (!unit.Combat)
                return false;

            if (unit.CreatureType != WoWCreatureType.Beast && unit.CreatureType != WoWCreatureType.Humanoid)
                return false;

            if (unit.IsCrowdControlled())
                return false;

            if (!unit.IsTargetingMeOrPet && !unit.IsTargetingMyPartyMember)
                return false;

            if (StyxWoW.Me.RaidMembers.Any(m => m.CurrentTargetGuid == unit.Guid && m.IsAlive))
                return false;

            if (!unit.SpellDistance().Between(14, 30))
                return false;

            return true;
        }
开发者ID:aash,项目名称:Singular,代码行数:25,代码来源:Common.cs

示例3: IsViableForShackle

        private static bool IsViableForShackle(WoWUnit unit)
        {
            if (!unit.Combat)
                return false;

            if (unit.CreatureType != WoWCreatureType.Undead)
                return false;

            if (unit.IsCrowdControlled())
                return false;

            if (!unit.IsTargetingMeOrPet && !unit.IsTargetingMyPartyMember)
                return false;

            if (StyxWoW.Me.RaidMembers.Any(m => m.CurrentTargetGuid == unit.Guid && m.IsAlive))
                return false;

            return true;
        }
开发者ID:aash,项目名称:Singular,代码行数:19,代码来源:Common.cs

示例4: NeedsPvpCrowdControl

 //
 private static bool NeedsPvpCrowdControl(WoWUnit u)
 {
     bool good = u.Distance <= 40 && !u.IsCrowdControlled() && u.Guid != Me.CurrentTargetGuid && !Blacklist.Contains(u.Guid, BlacklistFlags.Combat);
     // && !Unit.NearbyGroupMembers.Any( g => g.CurrentTargetGuid == u.Guid);
     return good;
 }
开发者ID:superkhung,项目名称:SingularMod3,代码行数:7,代码来源:Common.cs

示例5: IsViableForCyclone

        private static bool IsViableForCyclone(WoWUnit unit)
        {
            if (unit.IsCrowdControlled())
                return false;

            if (unit.CreatureType != WoWCreatureType.Beast && unit.CreatureType != WoWCreatureType.Humanoid)
                return false;

            if (Me.CurrentTarget != null && Me.CurrentTarget == unit)
                return false;

            if (!unit.Combat)
                return false;

            if (!unit.IsTargetingMeOrPet && !unit.IsTargetingMyPartyMember)
                return false;

            if (Me.GroupInfo.IsInParty &&
                Me.PartyMembers.Any(p => p.CurrentTarget != null && p.CurrentTarget == unit))
                return false;

            return true;
        }
开发者ID:superkhung,项目名称:SingularMod3,代码行数:23,代码来源:Common.cs

示例6: IsUnitViableForSap

        private static bool IsUnitViableForSap(WoWUnit unit)
        {
            if (unit.Combat)
                return false;

            if (!(Me.CurrentTarget.IsHumanoid || Me.CurrentTarget.IsBeast || Me.CurrentTarget.IsDemon || Me.CurrentTarget.IsDragon))
                return false;

            if (unit.IsCrowdControlled())
                return false;

            return true;
        }
开发者ID:superkhung,项目名称:SingularMod3,代码行数:13,代码来源:Common.cs

示例7: GetPropValue

 private double GetPropValue(WoWUnit theunit, string name)
 {
     double value = 0;
     switch (name)
     {
         case "IsHostile": value = theunit != null && theunit.IsHostile ? 1 : 0; break;
         case "AvgHealth": value = FTWProps.avgHealth; break;
         case "AddsCount": value = FTWProps.adds.Count; break;
         case "StunCount": value = theunit != null ? FTWCoreStatus.StunCount(theunit.Location) : 0; break;
         case "Aggro": value = theunit != null ? (int)theunit.ThreatInfo.ThreatStatus : 5; break;
         case "MovementDisabled": value = theunit != null && FTWUtils.MovementDisabled() ? 1 : 0; break;
         case "ClusterSize": value = theunit != null ? theunit.ClusterSize() : 0; break;
         case "CapsLock": value = FTWUtils.CapsLockDown() ? 1 : 0; break;
         case "BearForm": value = theunit != null && theunit.HasAura("Bear Form") ? 1 : 0; break;
         case "CatForm": value = theunit != null && theunit.HasAura("Cat Form") ? 1 : 0; break;
         case "MoonkinForm": value = theunit != null && theunit.HasAura("Moonkin Form") ? 1 : 0; break;
         case "NormalForm": value = theunit != null && (theunit.HasAura("Cat Form") == false && theunit.HasAura("Bear Form") == false && theunit.HasAura("Moonkin Form") == false) ? 1 : 0; break;
         case "FlightForm": value = theunit != null && (theunit.HasAura("Flight Form") || theunit.HasAura("Swift Flight Form")) ? 1 : 0; break;
         case "FeralForm": value = theunit != null && (theunit.HasAura("Bear Form") || theunit.HasAura("Cat Form")) ? 1 : 0; break;
         case "ComboPoints": value = StyxWoW.Me.ComboPoints; break;
         case "AllComboPoints": value = StyxWoW.Me.RawComboPoints; break;
         case "Rage": value = StyxWoW.Me.RageInfo.CurrentI; break;
         case "Focus": value = StyxWoW.Me.FocusInfo.CurrentI; break;
         case "Energy": value = StyxWoW.Me.EnergyInfo.CurrentI; break;
         case "ShadowOrbs": value = StyxWoW.Me.GetPowerInfo(WoWPowerType.ShadowOrbs).CurrentI; break;
         case "SoulShards": value = StyxWoW.Me.SoulShardsInfo.CurrentI; break;
         case "Balance": value = StyxWoW.Me.UnitPower(8); break;
         case "HolyPower": value = StyxWoW.Me.GetPowerInfo(WoWPowerType.HolyPower).CurrentI; break;
         case "Chi": value = StyxWoW.Me.UnitPower(12); break;
         case "BurningEmbers": value = StyxWoW.Me.GetPowerInfo(WoWPowerType.BurningEmbers).CurrentI; break;
         case "DemonicFury": value = StyxWoW.Me.GetPowerInfo(WoWPowerType.DemonicFury).CurrentI; break;
         case "EclipseDirection": value = FTWProps._eclipsedirection; break;
         case "Distance": value = theunit != null ? theunit.Distance2D : 0; break;
         case "MeleeRange": value = 4.95; break;
         case "IsTank": value = StyxWoW.Me.IsTank() ? 1 : 0; break;
         case "IsHealer": value = StyxWoW.Me.IsHealer() ? 1 : 0; break;
         case "IsDPS": value = StyxWoW.Me.IsDPS() ? 1 : 0; break;
         case "IsDemon": value = theunit != null && theunit.CreatureType == WoWCreatureType.Demon ? 1 : 0; break;
         case "IsElemental": value = theunit != null && theunit.CreatureType == WoWCreatureType.Elemental ? 1 : 0; break;
         case "IsBeast": value = theunit != null && theunit.CreatureType == WoWCreatureType.Beast ? 1 : 0; break;
         case "IsCritter": value = theunit != null && theunit.CreatureType == WoWCreatureType.Critter ? 1 : 0; break;
         case "IsDragon": value = theunit != null && theunit.CreatureType == WoWCreatureType.Dragon ? 1 : 0; break;
         case "IsGasCloud": value = theunit != null && theunit.CreatureType == WoWCreatureType.GasCloud ? 1 : 0; break;
         case "IsGiant": value = theunit != null && theunit.CreatureType == WoWCreatureType.Giant ? 1 : 0; break;
         case "IsHumanoid": value = theunit != null && theunit.CreatureType == WoWCreatureType.Humanoid ? 1 : 0; break;
         case "IsMechanical": value = theunit != null && theunit.CreatureType == WoWCreatureType.Mechanical ? 1 : 0; break;
         case "IsNonCombatPet": value = theunit != null && theunit.CreatureType == WoWCreatureType.NonCombatPet ? 1 : 0; break;
         case "IsTotem": value = theunit != null && theunit.CreatureType == WoWCreatureType.Totem ? 1 : 0; break;
         case "IsUndead": value = theunit != null && theunit.CreatureType == WoWCreatureType.Undead ? 1 : 0; break;
         case "Health": value = theunit != null ? (int)theunit.HealthPercent : 100; break;
         case "Mana": value = theunit != null && (theunit.PowerType == WoWPowerType.Mana || theunit.Class == WoWClass.Druid) ? theunit.ManaPercent : 100; break;
         case "Mounted": value = theunit != null && (theunit.Mounted) ? 1 : 0; break;
         case "InBattleground": value = Battlegrounds.IsInsideBattleground ? 1 : 0; break;
         case "InParty": value = StyxWoW.Me.GroupInfo.IsInParty || StyxWoW.Me.GroupInfo.IsInRaid ? 1 : 0; break;
         case "InRaid": value = StyxWoW.Me.GroupInfo.IsInRaid ? 1 : 0; break;
         case "IsDiseased": value = theunit != null && theunit.IsDiseased() ? 1 : 0; break;
         case "Dead": value = theunit != null && theunit.IsDead ? 1 : 0; break;
         case "IsCasting": value = theunit != null && (theunit.IsCasting || theunit.IsChanneling) ? 1 : 0; break;
         case "IsMoving": value = theunit != null && theunit.IsMoving ? 1 : 0; break;
         case "IsFlying": value = theunit != null && theunit.IsFlying ? 1 : 0; break;
         case "LineOfSight": value = theunit != null && theunit.InLineOfSight ? 1 : 0; break;
         case "Interruptable": value = theunit != null && theunit.CanInterruptCurrentSpellCast ? 1 : 0; break;
         case "IsElite": value = theunit != null && (theunit.Elite || theunit.Name.Contains("Training Dummy")) ? 1 : 0; break;
         case "IsBehind": value = theunit != null && theunit.CurrentTarget != null && theunit.CurrentTarget.MeIsSafelyBehind ? 1 : 0; break;
         case "IsFacingTarget": value = theunit != null && theunit.CurrentTarget != null && theunit.IsSafelyFacing(theunit.CurrentTarget) ? 1 : 0; break;
         case "IsFleeing": value = theunit != null && theunit.Fleeing ? 1 : 0; break;
         case "IsIncapacitated": value = theunit != null && (theunit.IsDead || theunit.IsCrowdControlled()) ? 1 : 0; break;
         case "IsRooted": value = theunit != null && theunit.HasAuraWithMechanic(WoWSpellMechanic.Rooted, WoWSpellMechanic.Shackled) ? 1 : 0; break;
         case "IsLooting": value = BotPoi.Current.Type == PoiType.Loot ? 1 : 0; break;
         case "PetIsMissing": value = StyxWoW.Me.PetIsMissing(); break;
         case "TotemCount": value = theunit != null ? FTWCoreStatus.TotemCount() : 0; break;
         case "RuneCount": value = StyxWoW.Me.DeathRuneCount +
             StyxWoW.Me.FrostRuneCount +
             StyxWoW.Me.BloodRuneCount +
             StyxWoW.Me.UnholyRuneCount; break;
         case "DeathRune": value = StyxWoW.Me.DeathRuneCount; break;
         case "FrostRune": value = StyxWoW.Me.FrostRuneCount; break;
         case "BloodRune": value = StyxWoW.Me.BloodRuneCount; break;
         case "UnholyRune": value = StyxWoW.Me.UnholyRuneCount; break;
         case "RunicPower": value = StyxWoW.Me.RunicPowerPercent; break;
         case "LevelDiff": value = theunit != null ? theunit.Level - StyxWoW.Me.Level : 0; break;
         case "Level": value = theunit != null ? theunit.Level : 0; break;
         default: throw new Exception(string.Format("Unknown property {0}!", name));
     }
     return value;
 }
开发者ID:psmyth1,项目名称:code-samples,代码行数:86,代码来源:FTWCore.cs

示例8: CreateDruidCrowdControl

        /// <summary>
        /// Crowd Control all targets within 25 yds that are attacking (if possible.)
        /// if not, attempt to Kite
        /// </summary>
        /// <returns></returns>
        public static Composite CreateDruidCrowdControl()
        {
            return new PrioritySelector(

            #region Crowd Control to Self-Heal

            // Incapacitating Roar - 10 yds, all 3 secs
            // Mighty Bash - Melee, 5 secs
            // Cyclone - 20 yds, 6 secds

                new Action(r =>
                {
                    _CrowdControlTarget = null;
                    if (_CrowdControlGuid != WoWGuid.Empty)
                    {
                        _CrowdControlTarget = ObjectManager.GetObjectByGuid<WoWUnit>(_CrowdControlGuid);
                        if (_CrowdControlTarget != null)
                        {
                            if (Spell.DoubleCastContainsAny(_CrowdControlTarget, "Incapacitating Roar", "Mighty Bash", "Cyclone"))
                            {
                            }
                            else if (_CrowdControlTarget.IsCrowdControlled())
                            {
                            }
                            else if (_CrowdControlTarget.IsMelee() && _CrowdControlTarget.SpellDistance() > 25)
                            {
                                _CrowdControlGuid = WoWGuid.Empty;
                                _CrowdControlTarget = null;
                            }
                        }
                    }

                    _CrowdControlTarget = Unit.UnitsInCombatWithUsOrOurStuff(25)
                        .Where(u => u.CurrentTargetGuid == Me.Guid
                            && u.Guid != _CrowdControlGuid
                            && u.Combat && !u.IsCrowdControlled())
                        .OrderByDescending(k => k.IsPlayer)
                        .ThenBy(k => k.Guid == Me.CurrentTargetGuid)
                        .ThenBy(k => k.DistanceSqr)
                        .FirstOrDefault();

                    _CrowdControlGuid = _CrowdControlTarget == null ? WoWGuid.Empty : _CrowdControlTarget.Guid;
                    return RunStatus.Failure;
                }),

                new Decorator(
                    ret => _CrowdControlTarget != null,
                    new PrioritySelector(
                        Spell.Buff("Incapacitating Roar", on => _CrowdControlTarget, req => Unit.UnfriendlyUnits(10).Count(u => u.CurrentTargetGuid == Me.Guid) > 1),
                        Spell.Buff("Mighty Bash", on => _CrowdControlTarget, req => Me.IsSafelyFacing(_CrowdControlTarget)),
                        new Sequence(
                            Spell.Cast("Cyclone", on => _CrowdControlTarget, req => !Unit.NearbyUnfriendlyUnits.Any(u => u.HasMyAura("Cyclone")), cancel => false),
                            new Action(r => Spell.UpdateDoubleCast("Cyclone", _CrowdControlTarget))
                            ),
                        Spell.Buff("Disorienting Roar", on => _CrowdControlTarget, req => Unit.UnfriendlyUnits(10).Count(u => u.CurrentTargetGuid == Me.Guid) > 0)
                        )
                    ),

            #endregion

            #region Avoidance

            // attackers within 8 yds and we need heal? try to knock them away
                Spell.Cast(
                    "Typhoon",
                    req =>
                    {
                        if (!Spell.CanCastHack("Typhoon"))
                            return false;
                        int attackers = Unit.UnfriendlyUnits(15)
                            .Where(u => u.CurrentTargetGuid == Me.Guid
                                && u.Combat
                                && !u.IsCrowdControlled()
                                && (u.IsMelee() || u.CastingSpellId == 1949 /*Hellfire*/ || u.HasAura("Immolation Aura"))
                                && Me.IsSafelyFacing(u, 90f))
                            .Count();
                        if (attackers < 1)
                            return false;
                        Logger.Write(LogColor.Hilite, "^Typhoon: knock-back and daze {0} attackers", attackers);
                        return true;
                    }),

                // no knock back? lets root and move away if settings allow
                new Decorator(
                    ret => Unit.NearbyUnitsInCombatWithMeOrMyStuff.Any(u => u.SpellDistance() < 8),
                    CreateDruidAvoidanceBehavior(CreateDruidSlowMeleeBehavior(), null, null)
                    )

            #endregion

                );
        }
开发者ID:aash,项目名称:Singular,代码行数:97,代码来源:Common.cs

示例9: IsSlowNeeded

 public static bool IsSlowNeeded(WoWUnit unit)
 {
     if (!WarriorSettings.UseWarriorSlows || unit == null || !unit.IsPlayer)
         return false;
     return !unit.IsCrowdControlled() && !unit.IsSlowed(50) && !unit.HasAura("Hand of Freedom");
 }
开发者ID:aash,项目名称:Singular,代码行数:6,代码来源:Common.cs


注:本文中的WoWUnit.IsCrowdControlled方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。