Ejemplo n.º 1
0
 public void WatchJilejingtuAd()
 {
     Debug.Log("Watch QianbenyingAd");
     Stop();
     Waiting = Dances.JiLeJingTu;
     UnityAdsManager.Instance().UnityAdsShow(Values.PlacementId);
 }
Ejemplo n.º 2
0
 public void WatchQianbenyingAd()
 {
     Debug.Log("Watch QianbenyingAd");
     Stop();
     Waiting = Dances.QianBenYing;
     UnityAdsManager.Instance().UnityAdsShow(Values.PlacementId);
 }
Ejemplo n.º 3
0
        public override async Task <bool> Execute(ObservableCollection <IGambitCondition> conditions)
        {
            if (conditions.Any(condition => !condition.Check(Core.Me)))
            {
                return(false);
            }

            if (!await Dances.DanceFinish())
            {
                return(false);
            }

            return(true);
        }
Ejemplo n.º 4
0
        public static async Task <bool> Combat()
        {
            if (BotManager.Current.IsAutonomous)
            {
                if (Core.Me.HasTarget)
                {
                    Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 3 + Core.Me.CurrentTarget.CombatReach);
                }
            }

            if (!SpellQueueLogic.SpellQueue.Any())
            {
                SpellQueueLogic.InSpellQueue = false;
            }

            if (SpellQueueLogic.SpellQueue.Any())
            {
                if (await SpellQueueLogic.SpellQueueMethod())
                {
                    return(true);
                }
            }

            if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack())
            {
                return(false);
            }

            if (await CustomOpenerLogic.Opener())
            {
                return(true);
            }
            if (await GambitLogic.Gambit())
            {
                return(true);
            }

            if (await Buff.DancePartner())
            {
                return(true);
            }

            if (await Aoe.StarfallDance())
            {
                return(true);
            }
            if (await Dances.Tillana())
            {
                return(true);
            }
            if (await Dances.StandardStep())
            {
                return(true);
            }
            if (await Dances.TechnicalStep())
            {
                return(true);
            }
            if (await Dances.DanceStep())
            {
                return(true);
            }

            if (Core.Me.HasAura(Auras.StandardStep) || Core.Me.HasAura(Auras.TechnicalStep))
            {
                return(false);
            }

            if (DancerRoutine.GlobalCooldown.CanWeave())
            {
                if (await PhysicalDps.Interrupt(DancerSettings.Instance))
                {
                    return(true);
                }
                if (await PhysicalDps.SecondWind(DancerSettings.Instance))
                {
                    return(true);
                }
                if (await Buff.CuringWaltz())
                {
                    return(true);
                }
                if (await Buff.PreTechnicalDevilment())
                {
                    return(true);
                }
                if (await Aoe.FanDance3())
                {
                    return(true);
                }
                if (await Aoe.FanDance2())
                {
                    return(true);
                }
                if (await SingleTarget.FanDance())
                {
                    return(true);
                }
                if (await Aoe.FanDance4())
                {
                    return(true);
                }
                if (await Buff.Flourish())
                {
                    return(true);
                }
                if (await Buff.Devilment())
                {
                    return(true);
                }
                if (await Buff.Improvisation())
                {
                    return(true);
                }
            }

            if (await Aoe.SaberDance())
            {
                return(true);
            }
            if (await Aoe.Bloodshower())
            {
                return(true);
            }
            if (await Aoe.RisingWindmill())
            {
                return(true);
            }
            if (await SingleTarget.Fountainfall())
            {
                return(true);
            }
            if (await SingleTarget.ReverseCascade())
            {
                return(true);
            }
            if (await Aoe.Bladeshower())
            {
                return(true);
            }
            if (await Aoe.Windmill())
            {
                return(true);
            }
            if (await SingleTarget.Fountain())
            {
                return(true);
            }
            return(await SingleTarget.Cascade());
        }
Ejemplo n.º 5
0
        public static async Task <bool> Execute()
        {
            Group.UpdateAllies();

            if (BotManager.Current.IsAutonomous)
            {
                Movement.NavigateToUnitLos(Core.Me.CurrentTarget, 3 + Core.Me.CurrentTarget.CombatReach);
            }

            if (await GambitLogic.Gambit())
            {
                return(true);
            }


            if (!SpellQueueLogic.SpellQueue.Any())
            {
                SpellQueueLogic.InSpellQueue = false;
            }

            if (SpellQueueLogic.SpellQueue.Any())
            {
                if (await SpellQueueLogic.SpellQueueMethod())
                {
                    return(true);
                }
            }

            if (!Core.Me.HasTarget || !Core.Me.CurrentTarget.ThoroughCanAttack())
            {
                return(false);
            }

            if (await CustomOpenerLogic.Opener())
            {
                return(true);
            }

            if (await Buff.DancePartner())
            {
                return(true);
            }

            if (await Dances.StartTechnicalDance())
            {
                return(true);
            }
            if (Dances.TechnicalStep())
            {
                return(true);
            }

            if (await Dances.StartStandardDance())
            {
                return(true);
            }
            if (Dances.StandardStep())
            {
                return(true);
            }


            if (Utilities.Routines.Dancer.OnGcd)
            {
                //Only cast spells that are instant/off gcd
                if (await Buff.PreTechnicalDevilment())
                {
                    return(true);
                }
                if (await Aoe.FanDance3())
                {
                    return(true);
                }
                if (await Aoe.FanDance2())
                {
                    return(true);
                }
                if (await SingleTarget.FanDance())
                {
                    return(true);
                }
                if (await Buff.Flourish())
                {
                    return(true);
                }
                if (await Buff.Devilment())
                {
                    return(true);
                }
                if (await Buff.CuringWaltz())
                {
                    return(true);
                }
                if (await Buff.Improvisation())
                {
                    return(true);
                }
                if (await PhysicalDps.SecondWind(DancerSettings.Instance))
                {
                    return(true);
                }
            }

            if (await Aoe.SaberDance())
            {
                return(true);
            }

            if (await Aoe.Bloodshower())
            {
                return(true);
            }
            if (await Aoe.RisingWindmill())
            {
                return(true);
            }

            if (await SingleTarget.Fountainfall())
            {
                return(true);
            }
            if (await SingleTarget.ReverseCascade())
            {
                return(true);
            }

            if (await Aoe.Bladeshower())
            {
                return(true);
            }
            if (await Aoe.Windmill())
            {
                return(true);
            }

            if (await SingleTarget.Fountain())
            {
                return(true);
            }

            return(await SingleTarget.Cascade());
        }
Ejemplo n.º 6
0
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.G))
        {
            GrabItem(!holdingItem, holdingOnlyRight);
        }

        if (Input.GetKeyDown(KeyCode.H))
        {
            DrinkItem(!drinkingItem);
        }

        if (isWalking)
        {
            rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x, defaultRightFootPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed));
            leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x, defaultLeftFootPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed + 1.0f));
            if (!holdingItem && !drinkingItem)
            {
                leftHandObj.localPosition  = (new Vector3(defaultLeftHandPosition.x, defaultLeftHandPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed)));
                rightHandObj.localPosition = (new Vector3(defaultRightHandPosition.x, defaultRightHandPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed + 1.0f)));
            }
            else
            {
                if (drinkingItem)
                {
                    rightHandObj.localPosition = (new Vector3(drinkObjectHandPosition.localPosition.x, drinkObjectHandPosition.localPosition.y + feetCurve.Evaluate(Time.time * walkAnimSpeed + 0.5f) * 0.2f, drinkObjectHandPosition.localPosition.z));
                    leftHandObj.localPosition  = (new Vector3(defaultLeftHandPosition.x, defaultLeftHandPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed)));
                }
                else if (holdingItem)
                {
                    rightHandObj.localPosition = (new Vector3(grabWidth, grabObjectPosition.localPosition.y + feetCurve.Evaluate(Time.time * walkAnimSpeed + 0.5f) * 0.2f, grabObjectPosition.localPosition.z));
                    if (holdingOnlyRight)
                    {
                        leftHandObj.localPosition = (new Vector3(defaultLeftHandPosition.x, defaultLeftHandPosition.y, feetCurve.Evaluate(Time.time * walkAnimSpeed)));
                    }
                    else
                    {
                        leftHandObj.localPosition = (new Vector3(-grabWidth, grabObjectPosition.localPosition.y + feetCurve.Evaluate(Time.time * walkAnimSpeed + 0.5f) * 0.2f, grabObjectPosition.localPosition.z));
                    }
                }
            }
        }

        if (isDancing)
        {
            danceTimer += Time.deltaTime;
            handsTimer += Time.deltaTime;

            if (danceTimer > changeDanceInterval)
            {
                danceTimer  = 0;
                chosenDance = ChooseRandomDance();
            }

            if (handsTimer > changeHandsInterval)
            {
                handsTimer  = 0;
                chosenHands = ChooseRandomHands();
            }

            float danceMoveSpeed = 1f;
            //FEET
            switch (chosenDance)
            {
            case Dances.Shuffle:
            {
                danceMoveSpeed             = 1f;
                rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x, defaultRightFootPosition.y, pointedDance.Evaluate(Time.time * danceAnimSpeed * danceMoveSpeed) * 0.2f);
                leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x, defaultLeftFootPosition.y, pointedDance.Evaluate(Time.time * danceAnimSpeed * danceMoveSpeed + 1.0f) * 0.2f);

                transform.localPosition = new Vector3(0, 0 - ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 1f) * 0.5f) * 0.05f, 0);

                break;
            }

            case Dances.Jumping:
            {
                danceMoveSpeed             = 0.5f;
                rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x, defaultRightFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed + 1f) * 0.2f, defaultRightFootPosition.z);
                leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x, defaultLeftFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed + 1f) * 0.2f, defaultRightFootPosition.z);
                transform.localPosition    = new Vector3(0, 0 + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f, 0);

                break;
            }

            case Dances.JumpKickLeft:
            {
                danceMoveSpeed             = 1f;
                rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x, defaultRightFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed + 1f) * 0.2f, defaultRightFootPosition.z);
                leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x - ((pointedDance.Evaluate(Time.time * danceAnimSpeed * 2f) + 0.75f) * 0.5f * 0.4f), defaultLeftFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed) * 0.05f + 0.3f + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f, defaultLeftFootPosition.z + 0.3f);
                transform.localPosition    = new Vector3(0, 0 + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f, 0);

                break;
            }

            case Dances.JumpKickRight:
            {
                danceMoveSpeed             = 1f;
                leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x, defaultLeftFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed + 1f) * 0.2f, defaultLeftFootPosition.z);
                rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x - ((pointedDance.Evaluate(Time.time * danceAnimSpeed * 2f) + 0.75f) * 0.5f * 0.4f), defaultRightFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed) * 0.05f + 0.3f + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f, defaultRightFootPosition.z - 0.3f);
                transform.localPosition    = new Vector3(0, 0 + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f, 0);

                break;
            }

            case Dances.Polka:
            {
                danceMoveSpeed             = 1f;
                leftFootObj.localPosition  = new Vector3(defaultLeftFootPosition.x, defaultLeftFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * 2f + 1f) * 0.1f + 0.1f, defaultLeftFootPosition.z + 1 * (pointedDance.Evaluate(Time.time * danceAnimSpeed) + 1f) * 0.5f * 0.5f);
                rightFootObj.localPosition = new Vector3(defaultRightFootPosition.x, defaultRightFootPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * 2f) * 0.1f + 0.1f, defaultRightFootPosition.z + 1 * (pointedDance.Evaluate(Time.time * danceAnimSpeed + 1f) + 1f) * 0.5f * 0.5f);
                transform.localPosition    = new Vector3(0, 0 - ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 1f) * 0.5f) * 0.05f, 0);

                break;
            }
            }
            float handsMoveSpeed = 1f;
            //UpperBody
            switch (chosenHands)
            {
            case Hands.PumpingDown:
            {
                headIkActive          = true;
                lookObj.localPosition = new Vector3(defaultHeadPosition.x, defaultHeadPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed) * 0.5f - 0.8f, defaultHeadPosition.z);
                handsMoveSpeed        = 2f;
                //Body
                transform.localEulerAngles = new Vector3(Mathf.LerpUnclamped(-1f, 3f, pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed)), 0, 0);

                //Pumping
                rightHandObj.localPosition = (new Vector3(grabWidth, grabObjectPosition.localPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1) * 0.3f - 0.15f, grabObjectPosition.localPosition.z));
                leftHandObj.localPosition  = (new Vector3(-grabWidth, grabObjectPosition.localPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1) * 0.3f - 0.15f, grabObjectPosition.localPosition.z));
                rightHandObj.localRotation = grabObjectPosition.localRotation;
                leftHandObj.localRotation  = grabObjectPosition.localRotation;
                break;
            }

            case Hands.PumpingUp:
            {
                handsMoveSpeed = 2f;
                //Body
                transform.localEulerAngles = new Vector3(Mathf.LerpUnclamped(3f, -1f, pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed)), 0, 0);
                headIkActive          = true;
                lookObj.localPosition = new Vector3(defaultHeadPosition.x, defaultHeadPosition.y + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.4f + 1f, defaultHeadPosition.z);
                //Pumping
                rightHandObj.localPosition = (new Vector3(defaultRightHandPosition.x, defaultRightHandPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1) * 0.1f + 0.8f, defaultRightHandPosition.z + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed + 1) * 0.1f + 0.3f));
                leftHandObj.localPosition  = (new Vector3(defaultLeftHandPosition.x, defaultLeftHandPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1) * 0.1f + 0.8f, defaultLeftHandPosition.z + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed + 1) * 0.1f + 0.3f));
                rightHandObj.localRotation = grabObjectPosition.localRotation;
                leftHandObj.localRotation  = grabObjectPosition.localRotation;
                break;
            }

            case Hands.SidePump:
            {
                handsMoveSpeed = 2f;
                //Body
                transform.localEulerAngles = new Vector3(Mathf.LerpUnclamped(3f, -1f, pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed)), 0, 0);
                headIkActive          = true;
                lookObj.localPosition = new Vector3(defaultHeadPosition.x + pointedDance.Evaluate(Time.time * danceAnimSpeed) * 0.6f, defaultHeadPosition.y + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.2f + 0.3f, defaultHeadPosition.z);
                //Pumping
                rightHandObj.localPosition = (new Vector3(defaultRightHandPosition.x + (pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1f) + 1f) * 0.5f * 0.5f, defaultRightHandPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1f) * 0.1f + 0.8f, defaultRightHandPosition.z + (pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed + 1) + 1) * 0.5f * 0.1f + 0.1f));
                leftHandObj.localPosition  = (new Vector3(defaultLeftHandPosition.x - (pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed) + 1f) * 0.5f * 0.5f, defaultLeftHandPosition.y + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed) * 0.1f + 0.8f, defaultLeftHandPosition.z + (pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed) + 1) * 0.5f * 0.1f + 0.1f));
                rightHandObj.localRotation = defaultRightHandRotation;
                leftHandObj.localRotation  = defaultLeftHandRotation;
                break;
            }

            case Hands.Point:
            {
                handsMoveSpeed = 0.5f;
                //Body
                transform.localEulerAngles = new Vector3(Mathf.LerpUnclamped(3f, -1f, pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed)), 0, 0);
                headIkActive          = true;
                lookObj.localPosition = new Vector3(defaultHeadPosition.x + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed) * 0.3f, defaultHeadPosition.y + ((pointedDance.Evaluate(Time.time * danceAnimSpeed) + 0.8f) * 0.5f) * 0.4f + 1f, defaultHeadPosition.z);
                //Pumping
                rightHandObj.localPosition = (new Vector3(grabWidth, grabObjectPosition.localPosition.y + 0.2f, grabObjectPosition.localPosition.z + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed) * 0.3f + 0.1f));
                leftHandObj.localPosition  = (new Vector3(-grabWidth, grabObjectPosition.localPosition.y + 0.2f, grabObjectPosition.localPosition.z + pointedDance.Evaluate(Time.time * danceAnimSpeed * handsMoveSpeed * danceMoveSpeed + 1) * 0.3f + 0.1f));
                rightHandObj.localRotation = defaultRightHandRotation;
                leftHandObj.localRotation  = defaultLeftHandRotation;
                break;
            }
            }
        }
    }