本文整理汇总了C#中LeagueSharp.Common.Spell.SPredictionCast方法的典型用法代码示例。如果您正苦于以下问题:C# Spell.SPredictionCast方法的具体用法?C# Spell.SPredictionCast怎么用?C# Spell.SPredictionCast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LeagueSharp.Common.Spell
的用法示例。
在下文中一共展示了Spell.SPredictionCast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: CastSkillshot
public void CastSkillshot(Obj_AI_Hero t, Spell s, HitChance hc = HitChance.High)
{
if (!s.IsSkillshot)
return;
PredictionOutput p = s.GetPrediction(t);
if (s.Collision)
{
for (int i = 0; i < p.CollisionObjects.Count; i++)
if (!p.CollisionObjects[i].IsDead && (p.CollisionObjects[i].IsEnemy || p.CollisionObjects[i].IsMinion))
return;
}
if ((t.HasBuffOfType(BuffType.Slow) && p.Hitchance >= HitChance.High) || p.Hitchance == HitChance.Immobile)
s.Cast(p.CastPosition);
else if (t.IsRecalling())
s.Cast(t.ServerPosition);
else
{
if (s.IsReady())
{
s.SPredictionCast(t, hc);
}
}
}
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.........
示例3: CastSkillshot
public void CastSkillshot(Obj_AI_Hero t, Spell s, HitChance hc = HitChance.High)
{
s.SPredictionCast(t, hc);
}
示例4: CastSkillshot
public void CastSkillshot(Obj_AI_Hero t, Spell s, HitChance hc = HitChance.High)
{
if (!s.IsSkillshot)
return;
s.SPredictionCast(t, hc);
}
示例5: SpellCast
/// <summary>
/// Quick and Easy Spellcasts params for Lux
/// </summary>
/// <param name="target"></param> Which unit should we cast spells on
/// <param name="range"></param> Range check for targets
/// <param name="spellslot"></param> Which spellslot
/// <param name="collision"></param> Collision Check for Q usage
/// <param name="count"></param> Only use said ability if it can hit X amount of enemies
/// <param name="objectcheck"></param> Objectcheck for E usage
public static void SpellCast(Obj_AI_Hero target, float range, Spell spellslot, bool collision, byte count, bool objectcheck, HitChance Hitchance)
{
//Sprediction SpellCast
if (spellslot.IsReady() && target.IsValidTarget(range))
{
spellslot.SPredictionCast(target, Hitchance, 0, count);
}
if (collision)
{
Q.SetSkillshot(0.25f, 150f, 1200f, false, SkillshotType.SkillshotLine);
}
//Collision check using Common.Prediction
var qcollision = Q.GetCollision(player.Position.To2D(), new List<Vector2> { target.Position.To2D() });
var minioncol = qcollision.Where(x => (x is Obj_AI_Hero) && x.IsEnemy).Count();
//Sprediction - Collision Cast
if (spellslot.IsReady() && target.IsValidTarget(range) && collision && minioncol <= 1)
{
spellslot.SPredictionCast(target, Hitchance, 0, count);
}
//Insert E cast information
if (Lux_E == null && spellslot.IsReady() && objectcheck && target.IsValidTarget(E.Range))
{
spellslot.SPredictionCast(target, Hitchance, 0, count);
}
}
示例6: CastSpell
//.........这里部分代码省略.........
if (getSliderItem("PredictionMODE") == 1)
{
var CoreType2 = Prediction.SkillshotType.SkillshotLine;
var aoe2 = false;
if (QWER.Type == SkillshotType.SkillshotCircle)
{
CoreType2 = Prediction.SkillshotType.SkillshotCircle;
aoe2 = true;
}
if (QWER.Width > 80 && !QWER.Collision)
aoe2 = true;
var predInput2 = new 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 = Prediction.Prediction.GetPrediction(predInput2);
if (QWER.Speed != float.MaxValue &&
OktwCommon.CollisionYasuo(Player.ServerPosition, poutput2.CastPosition))
return;
if (getSliderItem("HitChance") == 0)
{
if (poutput2.Hitchance >= HitChance.VeryHigh)
QWER.Cast(poutput2.CastPosition);
else if (predInput2.Aoe && poutput2.AoeTargetsHitCount > 1 && poutput2.Hitchance >= HitChance.High)
{
QWER.Cast(poutput2.CastPosition);
}
}
else if (getSliderItem("HitChance") == 1)
{
if (poutput2.Hitchance >= HitChance.High)
QWER.Cast(poutput2.CastPosition);
}
else if (getSliderItem("HitChance") == 2)
{
if (poutput2.Hitchance >= HitChance.Medium)
QWER.Cast(poutput2.CastPosition);
}
if (Game.Time - DrawSpellTime > 0.5)
{
DrawSpell = QWER;
DrawSpellTime = Game.Time;
}
DrawSpellPos = poutput2;
}
if (getSliderItem("PredictionMODE") == 0)
{
if (getSliderItem("HitChance") == 0)
{
QWER.CastIfHitchanceEquals(target, LeagueSharp.Common.HitChance.VeryHigh);
}
else if (getSliderItem("HitChance") == 1)
{
QWER.CastIfHitchanceEquals(target, LeagueSharp.Common.HitChance.High);
}
else if (getSliderItem("HitChance") == 2)
{
QWER.CastIfHitchanceEquals(target, LeagueSharp.Common.HitChance.Medium);
}
}
if (getSliderItem("PredictionMODE") == 2)
{
if (target is AIHeroClient && target.IsValid)
{
var t = target as AIHeroClient;
if (getSliderItem("HitChance") == 0)
{
QWER.SPredictionCast(t, LeagueSharp.Common.HitChance.VeryHigh);
}
else if (getSliderItem("HitChance") == 1)
{
QWER.SPredictionCast(t, LeagueSharp.Common.HitChance.High);
}
else if (getSliderItem("HitChance") == 2)
{
QWER.SPredictionCast(t, LeagueSharp.Common.HitChance.Medium);
}
}
else
{
QWER.CastIfHitchanceEquals(target, LeagueSharp.Common.HitChance.High);
}
}
}