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C# Result.Lock方法代码示例

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


在下文中一共展示了Result.Lock方法的3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: GetImmobilePrediction

        /// <summary>
        /// Gets Prediction result while unit is immobile
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="from">Spell casted position</param>
        /// <returns></returns>
        internal static Result GetImmobilePrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom)
        {
            Result result = new Result();
            result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
            result.Unit = target;
            result.CastPosition = target.ServerPosition.To2D();
            result.UnitPosition = result.CastPosition;

            //calculate spell arrival time
            float t = delay + Game.Ping / 2000f;
            if (missileSpeed != 0)
                t += from.Distance(target.ServerPosition) / missileSpeed;

            if (type == SkillshotType.SkillshotCircle)
                t += width / target.MoveSpeed / 2f;

            if (t >= Utility.LeftImmobileTime(target))
            {
                result.HitChance = HitChance.Immobile;
                result.Lock();

                return result;
            }

            if (target is Obj_AI_Hero)
                result.HitChance = GetHitChance(t - Utility.LeftImmobileTime(target), ((Obj_AI_Hero)target).AvgMovChangeTime(), 0, 0, 0);
            else
                result.HitChance = HitChance.High;

            result.Lock();

            return result;
        }
开发者ID:ShineSharp,项目名称:LeagueSharp,代码行数:45,代码来源:Prediction.cs

示例2: GetPrediction

        /// <summary>
        /// Gets Prediction result
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="path">Waypoints of target</param>
        /// <param name="avgt">Average reaction time (in ms)</param>
        /// <param name="movt">Passed time from last movement change (in ms)</param>
        /// <param name="avgp">Average Path Lenght</param>
        /// <param name="from">Spell casted position</param>
        /// <param name="rangeCheckFrom"></param>
        /// <returns>Prediction result as <see cref="Prediction.Result"/></returns>
        internal static Result GetPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, List<Vector2> path, float avgt, float movt, float avgp, float anglediff, Vector2 from, Vector2 rangeCheckFrom)
        {
            Prediction.AssertInitializationMode();

            Result result = new Result();
            result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
            result.Unit = target;

            try
            {
                if (type == SkillshotType.SkillshotCircle)
                    range += width;

                //to do: hook logic ? by storing average movement direction etc
                if (path.Count <= 1 && movt > 100 && (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick > 300 || !ConfigMenu.CheckAAWindUp)) //if target is not moving, easy to hit (and not aaing)
                {
                    result.HitChance = HitChance.VeryHigh;
                    result.CastPosition = target.ServerPosition.To2D();
                    result.UnitPosition = result.CastPosition;
                    result.Lock();

                    return result;
                }

                if (target is Obj_AI_Hero)
                {
                    if (((Obj_AI_Hero)target).IsChannelingImportantSpell())
                    {
                        result.HitChance = HitChance.VeryHigh;
                        result.CastPosition = target.ServerPosition.To2D();
                        result.UnitPosition = result.CastPosition;
                        result.Lock();

                        return result;
                    }

                    if (Environment.TickCount - PathTracker.EnemyInfo[target.NetworkId].LastAATick < 300 && ConfigMenu.CheckAAWindUp)
                    {
                        if (target.AttackCastDelay * 1000 + PathTracker.EnemyInfo[target.NetworkId].AvgOrbwalkTime + avgt - width / 2f / target.MoveSpeed >= GetArrivalTime(target.ServerPosition.To2D().Distance(from), delay, missileSpeed))
                        {
                            result.HitChance = HitChance.High;
                            result.CastPosition = target.ServerPosition.To2D();
                            result.UnitPosition = result.CastPosition;
                            result.Lock();

                            return result;
                        }
                    }

                    //to do: find a fuking logic
                    if (avgp < 400 && movt < 100 && path.PathLength() <= avgp)
                    {
                        result.HitChance = HitChance.High;
                        result.CastPosition = path.Last();
                        result.UnitPosition = result.CastPosition;
                        result.Lock();

                        return result;
                    }
                }

                if (target.IsDashing()) //if unit is dashing
                    return GetDashingPrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom);

                if (Utility.IsImmobileTarget(target)) //if unit is immobile
                    return GetImmobilePrediction(target, width, delay, missileSpeed, range, collisionable, type, from, rangeCheckFrom);

                result = WaypointAnlysis(target, width, delay, missileSpeed, range, collisionable, type, path, avgt, movt, avgp, anglediff, from);

                float d = result.CastPosition.Distance(target.ServerPosition.To2D());
                if (d >= (avgt - movt) * target.MoveSpeed && d >= avgp)
                    result.HitChance = HitChance.Medium;

                result.Lock();

                return result;
            }
            finally
            {
                //check if movement changed while prediction calculations
                if (!target.GetWaypoints().SequenceEqual(path))
                    result.HitChance = HitChance.Medium;
            }
//.........这里部分代码省略.........
开发者ID:ShineSharp,项目名称:LeagueSharp,代码行数:101,代码来源:Prediction.cs

示例3: GetDashingPrediction

        /// <summary>
        /// Gets Prediction result while unit is dashing
        /// </summary>
        /// <param name="target">Target for spell</param>
        /// <param name="width">Spell width</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="range">Spell range</param>
        /// <param name="collisionable">Spell collisionable</param>
        /// <param name="type">Spell skillshot type</param>
        /// <param name="from">Spell casted position</param>
        /// <returns></returns>
        internal static Result GetDashingPrediction(Obj_AI_Base target, float width, float delay, float missileSpeed, float range, bool collisionable, SkillshotType type, Vector2 from, Vector2 rangeCheckFrom)
        {
            Result result = new Result();
            result.Input = new Input(target, delay, missileSpeed, width, range, collisionable, type, from.To3D2(), rangeCheckFrom.To3D2());
            result.Unit = target;

            if (target.IsDashing())
            {
                var dashInfo = target.GetDashInfo();
                if (dashInfo.IsBlink)
                {
                    result.HitChance = HitChance.Impossible;
                    result.CastPosition = dashInfo.EndPos;
                    return result;
                }

                result.CastPosition = GetFastUnitPosition(target, dashInfo.Path, delay, missileSpeed, from, dashInfo.Speed);
                result.HitChance = HitChance.Dashing;

                result.Lock(false);
            }
            else
            {
                result = GetPrediction(target, width, delay, missileSpeed, range, collisionable, type, target.GetWaypoints(), 0, 0, 0, 0, from, rangeCheckFrom);
                result.Lock(false);
            }
            return result;
        }
开发者ID:ShineSharp,项目名称:LeagueSharp,代码行数:40,代码来源:Prediction.cs


注:本文中的System.Result.Lock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。