Beispiel #1
0
 private static void Drawing_OnEndScene(EventArgs args)
 {
     if (!小地图())
     {
         return;
     }
     foreach (JungleCamp jungleCamp in _jungleCamps.Where(camp => camp.NextRespawnTime > 0))
     {
         int    timeClock = jungleCamp.NextRespawnTime - (int)Game.ClockTime;
         string time      = Flowers.菜单.Item("JungleTimerFormat").GetValue <StringList>().SelectedIndex == 0
             ? Huabian.FormatTime(timeClock)
             : timeClock.ToString(CultureInfo.InvariantCulture);
         Vector2 pos = Drawing.WorldToMinimap(jungleCamp.Position);
         if (timeClock >= 150)
         {
             Huabian.DrawText(_miniMapFont, time, (int)pos.X, (int)pos.Y - 8, SharpDX.Color.White);
         }
         if (timeClock < 150 && timeClock >= 100)
         {
             Huabian.DrawText(_miniMapFont, time, (int)pos.X, (int)pos.Y - 8, SharpDX.Color.LimeGreen);
         }
         if (timeClock < 100 && timeClock >= 50)
         {
             Huabian.DrawText(_miniMapFont, time, (int)pos.X, (int)pos.Y - 8, SharpDX.Color.Orange);
         }
         if (timeClock < 50)
         {
             Huabian.DrawText(_miniMapFont, time, (int)pos.X, (int)pos.Y - 8, SharpDX.Color.Red);
         }
     }
 }
Beispiel #2
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            if (Flowers.菜单.Item("HealthActive").GetValue <bool>())
            {
                foreach (Obj_AI_Turret turret in ObjectManager.Get <Obj_AI_Turret>())
                {
                    if ((turret.HealthPercentage() == 100))
                    {
                        continue;
                    }
                    int health = 0;
                    switch (Flowers.菜单.Item("TIHealth").GetValue <StringList>().SelectedIndex)
                    {
                    case 0:
                        health = (int)turret.HealthPercentage();
                        break;

                    case 1:
                        health = (int)turret.Health;
                        break;
                    }
                    Vector2 pos       = Drawing.WorldToMinimap(turret.Position);
                    var     perHealth = (int)turret.HealthPercentage();
                    if (perHealth >= 75)
                    {
                        Huabian.DrawText1(
                            Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1], SharpDX.Color.LimeGreen);
                    }
                    else if (perHealth < 75 && perHealth >= 50)
                    {
                        Huabian.DrawText1(
                            Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1],
                            SharpDX.Color.YellowGreen);
                    }
                    else if (perHealth < 50 && perHealth >= 25)
                    {
                        Huabian.DrawText1(
                            Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1], SharpDX.Color.Orange);
                    }
                    else if (perHealth < 25)
                    {
                        Huabian.DrawText1(
                            Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1], SharpDX.Color.Red);
                    }
                }
                foreach (Obj_BarracksDampener inhibitor in ObjectManager.Get <Obj_BarracksDampener>())
                {
                    if (inhibitor.Health != 0 && (inhibitor.Health / inhibitor.MaxHealth) * 100 != 100)
                    {
                        Vector2 pos    = Drawing.WorldToMinimap(inhibitor.Position);
                        var     health = (int)((inhibitor.Health / inhibitor.MaxHealth) * 100);
                        if (health >= 75)
                        {
                            Huabian.DrawText1(
                                Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1],
                                SharpDX.Color.LimeGreen);
                        }
                        else if (health < 75 && health >= 50)
                        {
                            Huabian.DrawText1(
                                Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1],
                                SharpDX.Color.YellowGreen);
                        }
                        else if (health < 50 && health >= 25)
                        {
                            Huabian.DrawText1(
                                Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1],
                                SharpDX.Color.Orange);
                        }
                        else if (health < 25)
                        {
                            Huabian.DrawText1(
                                Huabian.Text1, health.ToString(CultureInfo.InvariantCulture), (int)pos[0], (int)pos[1], SharpDX.Color.Red);
                        }
                    }
                }
            }
        }
Beispiel #3
0
 internal static void Game_OnGameLoad(EventArgs args)
 {
     Drawing.OnDraw += Drawing_OnDraw;
     Huabian.InitializeCache();
 }