当前位置: 首页>>代码示例>>C#>>正文


C# Spell.CastIfHitchanceEquals方法代码示例

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


在下文中一共展示了Spell.CastIfHitchanceEquals方法的8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: CastBasicSkillShot

        public static void CastBasicSkillShot(Spell spell, float range, TargetSelector.DamageType type, HitChance hitChance, bool towerCheck = false)
        {
            var target = TargetSelector.GetTarget(range, type);

            if (target == null || !spell.IsReady())
                return;

            if (towerCheck && target.UnderTurret(true))
                return;

            spell.UpdateSourcePosition();

            if (spell.Type == SkillshotType.SkillshotCircle)
            {
                var pred = Prediction.GetPrediction(target, spell.Delay);

                if (pred.Hitchance >= hitChance)
                    spell.Cast(pred.CastPosition);
            }
            else
            {
                spell.CastIfHitchanceEquals(target, hitChance); 
            }
           
        }
开发者ID:leenam0910,项目名称:LSharp,代码行数:25,代码来源:SpellCastManager.cs

示例2: CastSpell

        public static void CastSpell(Spell QWER, Obj_AI_Base target)
        {
            if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 1)
            {
                Core.SkillshotType CoreType2 = Core.SkillshotType.SkillshotLine;
                bool aoe2 = false;
                if (QWER.Type == SkillshotType.SkillshotCircle)
                {
                    CoreType2 = Core.SkillshotType.SkillshotCircle;
                    aoe2 = true;
                }
                if (QWER.Width > 80 && !QWER.Collision)
                    aoe2 = true;
                var predInput2 = new Core.PredictionInput
                {
                    Aoe = aoe2,
                    Collision = QWER.Collision,
                    Speed = QWER.Speed,
                    Delay = QWER.Delay,
                    Range = QWER.Range,
                    From = Player.ServerPosition,
                    Radius = QWER.Width,
                    Unit = target,
                    Type = CoreType2
                };
                var poutput2 = Core.Prediction.GetPrediction(predInput2);

                //var poutput2 = QWER.GetPrediction(target);

                if (QWER.Speed != float.MaxValue && OktwCommon.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
                    return;

                if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                {
                    if (poutput2.Hitchance >= Core.HitChance.VeryHigh)
                        QWER.Cast(poutput2.CastPosition);
                    else if (predInput2.Aoe && poutput2.AoeTargetsHitCount > 1 && poutput2.Hitchance >= Core.HitChance.High)
                    {
                        QWER.Cast(poutput2.CastPosition);
                    }

                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                {
                    if (poutput2.Hitchance >= Core.HitChance.High)
                        QWER.Cast(poutput2.CastPosition);

                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 2)
                {
                    if (poutput2.Hitchance >= Core.HitChance.Medium)
                        QWER.Cast(poutput2.CastPosition);
                }
                if (Game.Time - DrawSpellTime > 0.5)
                {
                    DrawSpell = QWER;
                    DrawSpellTime = Game.Time;

                }
                DrawSpellPos = poutput2;
            }
            else if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 0)
            {
                if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
                    return;
                }
                else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.High);
                    return;
                }
                else if (Config.Item("HitChance ", true).GetValue<StringList>().SelectedIndex == 2)
                {
                    QWER.CastIfHitchanceEquals(target, HitChance.Medium);
                    return;
                }
            }
            else if (Config.Item("PredictionMODE", true).GetValue<StringList>().SelectedIndex == 2 )
            {

                if (target is Obj_AI_Hero && target.IsValid)
                {
                    var t = target as Obj_AI_Hero;
                    if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 0)
                    {
                        QWER.SPredictionCast(t, HitChance.VeryHigh);
                        return;
                    }
                    else if (Config.Item("HitChance", true).GetValue<StringList>().SelectedIndex == 1)
                    {
                        QWER.SPredictionCast(t, HitChance.High);
                        return;
                    }
                    else if (Config.Item("HitChance ", true).GetValue<StringList>().SelectedIndex == 2)
                    {
                        QWER.SPredictionCast(t, HitChance.Medium);
                        return;
                    }
//.........这里部分代码省略.........
开发者ID:ngothaison,项目名称:HuyNKSDK,代码行数:101,代码来源:Program.cs

示例3: CastSpell

        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
                QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh, true);
            else if (HitChanceNum == 2)
            {
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);
                if (target.Path.Count() < 2)
                    QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh, true);
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                //debug("" + target.Path.Count() + " " + (target.Position == target.ServerPosition) + (waypoints.Last<Vector2>().To3D() == target.ServerPosition));
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);

                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)QWER.GetPrediction(target).Hitchance > 4)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                //debug("" + target.Path.Count() + " " + (target.Position == target.ServerPosition) + (waypoints.Last<Vector2>().To3D() == target.ServerPosition));
                if (QWER.Delay < 0.3)
                    QWER.CastIfHitchanceEquals(target, HitChance.Dashing, true);
                QWER.CastIfHitchanceEquals(target, HitChance.Immobile, true);
                QWER.CastIfWillHit(target, 2, true);

                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
        }
开发者ID:0s0speedy,项目名称:LeagueRepo,代码行数:80,代码来源:Program.cs

示例4: CastSpell

        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            var poutput = QWER.GetPrediction(target);
            var col = poutput.CollisionObjects.Count(ColObj => ColObj.IsEnemy && ColObj.IsMinion && !ColObj.IsDead);
            if (QWER.Collision && col > 0)
                return;
            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                if ((target.IsFacing(ObjectManager.Player) && (int)poutput.Hitchance == 5) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                {
                    if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
                else if ((int)poutput.Hitchance == 5)
                {
                    QWER.Cast(poutput.CastPosition);
                }
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)poutput.Hitchance > 4)
            {

                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed)) * 6 - QWER.Width;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || ObjectManager.Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if (target.Path.Count() < 2
                    && (target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(ObjectManager.Player.Distance(waypoints.Last<Vector2>().To3D()) - ObjectManager.Player.Distance(target.Position)) > BackToFront
                    || target.HasBuffOfType(BuffType.Slow) || target.HasBuff("Recall")
                    || (target.Path.Count() == 0 && target.Position == target.ServerPosition)
                    ))
                {
                    // max range fix
                    if (target.IsFacing(ObjectManager.Player) || target.Path.Count() == 0)
                    {
                        if (ObjectManager.Player.Distance(target.Position) < QWER.Range - ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.Position) / QWER.Speed) + (target.BoundingRadius * 2)))
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }
            }
        }
开发者ID:654955321,项目名称:HY_Recommend,代码行数:82,代码来源:Program.cs

示例5: CastSpell

        private static void CastSpell(Spell QWER, Obj_AI_Hero target, int HitChanceNum)
        {
            //HitChance 0 - 2
            // example CastSpell(Q, ts, 2);
            var poutput = QWER.GetPrediction(target);
            var col = poutput.CollisionObjects.Count(ColObj => ColObj.IsEnemy && ColObj.IsMinion && !ColObj.IsDead);
            if (target.IsDead || col > 0 || target.Path.Count() > 1)
                return;

            if ((target.Path.Count() == 0 && target.Position == target.ServerPosition) || target.HasBuff("Recall"))
            {
                QWER.Cast(poutput.CastPosition);
                return;
            }

            if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                if (waypoints.Last<Vector2>().To3D().Distance(poutput.CastPosition) > QWER.Width && (int)poutput.Hitchance == 5)
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition) + target.BoundingRadius))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else if ((int)poutput.Hitchance == 5)
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
            else if (HitChanceNum == 3)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed) - QWER.Width) * 6;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                if (Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if ((target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > BackToFront))
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition)))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
            else if (HitChanceNum == 4 && (int)poutput.Hitchance > 4)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                float SiteToSite = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed) - QWER.Width) * 6;
                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));

                if (Player.Distance(waypoints.Last<Vector2>().To3D()) < SiteToSite || Player.Distance(target.Position) < SiteToSite)
                    QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                else if ((target.ServerPosition.Distance(waypoints.Last<Vector2>().To3D()) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints.Last<Vector2>().To3D()) - Player.Distance(target.Position)) > BackToFront))
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition)))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
        }
开发者ID:0s0speedy,项目名称:LeagueRepo,代码行数:88,代码来源:Program.cs

示例6: CastSpell


//.........这里部分代码省略.........
                DrawSpellPos = poutput2;
                return;
            }

            if (getSliderItem("PredictionMODE") == 2)
            {
                if (target is AIHeroClient && target.IsValid)
                {
                    var t = target as AIHeroClient;
                    if (getSliderItem("HitChance") == 0)
                    {
                        var pred = QWER.GetSPrediction(t);
                        if (pred.HitChance >= LeagueSharp.Common.HitChance.VeryHigh)
                            QWER.Cast(pred.CastPosition);
                        return;
                    }
                    else if (getSliderItem("HitChance") == 1)
                    {
                        var pred = QWER.GetSPrediction(t);
                        if (pred.HitChance >= LeagueSharp.Common.HitChance.High)
                            QWER.Cast(pred.CastPosition);
                        return;
                    }
                    else if (getSliderItem("HitChance") == 2)
                    {
                        var pred = QWER.GetSPrediction(t);
                        if (pred.HitChance >= LeagueSharp.Common.HitChance.Medium)
                            QWER.Cast(pred.CastPosition);
                        return;
                    }
                }
                else
                {
                    QWER.CastIfHitchanceEquals(target, LeagueSharp.Common.HitChance.High);
                }
                return;
            }

            if (getSliderItem("PredictionMODE") == 3)
            {
                SebbyLib.Movement.SkillshotType CoreType2 = SebbyLib.Movement.SkillshotType.SkillshotLine;
                bool aoe2 = false;

                if (QWER.Width > 80 && !QWER.Collision)
                    aoe2 = true;

                var predInput2 = new SebbyLib.Movement.PredictionInput
                {
                    Aoe = aoe2,
                    Collision = QWER.Collision,
                    Speed = QWER.Speed,
                    Delay = QWER.Delay,
                    Range = QWER.Range,
                    From = Player.ServerPosition,
                    Radius = QWER.Width,
                    Unit = target,
                    Type = CoreType2
                };
                var poutput2 = SebbyLib.Movement.Prediction.GetPrediction(predInput2);

                if (QWER.Speed != float.MaxValue && OktwCommon.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
                    return;

                if (getSliderItem("HitChance") == 0)
                {
                    if (poutput2.Hitchance >= SebbyLib.Movement.HitChance.VeryHigh)
开发者ID:yashine59fr,项目名称:PortAIO-1,代码行数:67,代码来源:Program.cs

示例7: CastSpell


//.........这里部分代码省略.........
                }
                else if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                {
                    float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                    float SiteToSite = (BackToFront * 2) - QWER.Width;

                    if ((target.ServerPosition.Distance(LastWaypiont) > SiteToSite
                        || Math.Abs(Player.Distance(LastWaypiont) - Player.Distance(target.ServerPosition)) > BackToFront)
                        || Player.Distance(target.ServerPosition) < SiteToSite + target.BoundingRadius * 2
                        || Player.Distance(LastWaypiont) < BackToFront)
                    {
                        if (FastMode)
                            QWER.Cast(poutput.CastPosition);
                        else
                            QWER.Cast(target);

                        debug("good 2");
                    }
                    else
                        debug("ignore 2");
                }
                else
                    debug("fixed " + fixRange);
            }
            else if (HitChanceNum == 3)
            {
                if ((int)poutput.Hitchance < 5)
                    return;

                var fixRange = (target.MoveSpeed * (Player.ServerPosition.Distance(target.ServerPosition) / QWER.Speed + QWER.Delay)) / 2;
                if (QWER.Delay < 0.3 && (QWER.Speed > 1500 || QWER.Type == SkillshotType.SkillshotCircle) && (target.IsWindingUp || (int)poutput.Hitchance == 6))
                {
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    return;
                }

                if (target.Path.Count() == 0 && target.Position == target.ServerPosition && !target.IsWindingUp)
                {
                    if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                    {

                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                    return;
                }
                var waypoints = target.GetWaypoints().Last<Vector2>().To3D();

                float BackToFront = ((target.MoveSpeed * QWER.Delay) + (Player.Distance(target.ServerPosition) / QWER.Speed));
                float SiteToSite = (BackToFront * 2) - QWER.Width;

                if ((target.ServerPosition.Distance(waypoints) > SiteToSite
                    || Math.Abs(Player.Distance(waypoints) - Player.Distance(target.Position)) > BackToFront)
                    || Player.Distance(target.Position) < SiteToSite + target.BoundingRadius * 2
                    || Player.Distance(waypoints) < BackToFront
                    )
                {

                    if (waypoints.Distance(Player.Position) <= target.Distance(Player.Position))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - fixRange)
                        {
                            QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                        }
                    }
                    else
                    {
                        QWER.CastIfHitchanceEquals(target, HitChance.High, true);
                    }
                }

            }
            else if (HitChanceNum == 0)
                QWER.Cast(target, true);
            else if (HitChanceNum == 1)
            {
                if ((int)poutput.Hitchance > 4)
                    QWER.Cast(poutput.CastPosition);
            }
            else if (HitChanceNum == 2)
            {
                List<Vector2> waypoints = target.GetWaypoints();
                if (waypoints.Last<Vector2>().To3D().Distance(poutput.CastPosition) > QWER.Width && (int)poutput.Hitchance > 4)
                {
                    if (waypoints.Last<Vector2>().To3D().Distance(Player.Position) <= target.Distance(Player.Position) || (target.Path.Count() == 0 && target.Position == target.ServerPosition))
                    {
                        if (Player.Distance(target.ServerPosition) < QWER.Range - (poutput.CastPosition.Distance(target.ServerPosition) + target.BoundingRadius))
                        {
                            QWER.Cast(poutput.CastPosition);
                        }
                    }
                    else if ((int)poutput.Hitchance == 5)
                    {
                        QWER.Cast(poutput.CastPosition);
                    }
                }
            }
        }
开发者ID:paodapadaria,项目名称:LeagueRepo,代码行数:101,代码来源:Program.cs

示例8: CastSpell

 private static void CastSpell(Spell QWER, Obj_AI_Base target)
 {
     if(QWER.Slot == SpellSlot.W)
     {
         if (Config.Item("Wpred").GetValue<StringList>().SelectedIndex == 0)
             QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
         else
             QWER.Cast(target);
     }
     if (QWER.Slot == SpellSlot.R)
     {
         if (Config.Item("Rpred").GetValue<StringList>().SelectedIndex == 0)
             QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
         else
             QWER.Cast(target);
     }
     if (QWER.Slot == SpellSlot.E)
     {
         if (Config.Item("Epred").GetValue<StringList>().SelectedIndex == 0)
             QWER.CastIfHitchanceEquals(target, HitChance.VeryHigh);
         else
             QWER.Cast(target);
     }
 }
开发者ID:YunaSakura,项目名称:LeagueRepo,代码行数:24,代码来源:Program.cs


注:本文中的LeagueSharp.Common.Spell.CastIfHitchanceEquals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。