Beispiel #1
0
        public MenuManager()
        {
            factory = MenuFactory.Create("CLH Marker");

            AutoAttackMenu = new AutoAttackMenu(factory);
            AbilitiesMenu  = new AbilitiesMenu(factory);

            IsEnabled  = factory.Item("Enabled", true);
            UpdateRate = factory.Item("Update rate", new Slider(500, 100, 1000));
        }
Beispiel #2
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        public override void CalculateAbilityDamageTaken(MyHero hero, AbilitiesMenu menu)
        {
            ActiveAbilities.Clear();

            foreach (var ability in hero.GetValidAbilities(this).Where(x => courierDamageAbilities.Contains(x.AbilityId)))
            {
                ActiveAbilities[ability] = ability.CalculateDamage(hero.Hero, Unit);
            }

            if (ActiveAbilities.Any())
            {
                AbilityDamageCalculated = true;
            }
        }
Beispiel #3
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        public MenuManager()
        {
            rootMenu = new Menu("CLH Marker", "completeLastHitMarker", true);

            AutoAttackMenu = new AutoAttackMenu(rootMenu);
            AbilitiesMenu  = new AbilitiesMenu(rootMenu);

            var enabled = new MenuItem("enabled", "Enabled").SetValue(true);

            rootMenu.AddItem(enabled);
            enabled.ValueChanged += (sender, args) => IsEnabled = args.GetNewValue <bool>();
            IsEnabled             = enabled.IsActive();

            rootMenu.AddToMainMenu();
        }
Beispiel #4
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        public void CalculateAbilityDamageTaken(MyHero hero, AbilitiesMenu menu)
        {
            if (hero.Team == Team)
            {
                return;
            }

            ActiveAbilities.Clear();

            foreach (var ability in hero.GetValidAbilities(this)
                     .Where(x => menu.IsAbilityEnabled(x.Name))
                     .OrderByDescending(x => menu.GetAbilityPriority(x.Name)))
            {
                ActiveAbilities[ability] = ability.CalculateDamage(hero.Hero, Unit);
            }

            if (ActiveAbilities.Any())
            {
                AbilityDamageCalculated = true;
            }
        }