Example #1
0
    public void UpdatePlan()
    {
        if (!canSpawn)
        {
            return;
        }

        if (bursts.Count >= 1 && timer > bursts[bursts.Count - 1].time)
        {
            // Spawn burst
            Burst burst = bursts[bursts.Count - 1];
            for (int i = 0; i < burst.enemies.Count; i++)
            {
                Vector2 vieportSpawnPosition = burst.position;

                vieportSpawnPosition.x += ((Random.Range(0, 2) == 0) ? 1 : -1) * Random.Range(0.01f, 0.1f);
                vieportSpawnPosition.x  = Mathf.Clamp01(vieportSpawnPosition.x);
                vieportSpawnPosition.y += ((Random.Range(0, 2) == 0) ? 1 : -1) * Random.Range(0.01f, 0.1f);
                vieportSpawnPosition.y  = Mathf.Clamp01(vieportSpawnPosition.y);

                Vector3    burstPos = room.ViewportToWorldPoint(vieportSpawnPosition);
                GameObject enemy    = EnemyFactory.getInstance().InstantiateEnemy(burst.enemies[i], burstPos, Quaternion.identity);
                enemy.GetComponent <AICoreUnity.MovementAI>().target = Globals.GetPlayer().GetComponent <Rigidbody2D>();
                spawnedEnemies.Add(enemy.GetComponent <Enemy>());
            }

            bursts.RemoveAt(bursts.Count - 1);
            if (bursts.Count == 0)
            {
                hasSpawnedEverything = true;
            }
        }

        timer += Time.deltaTime;
    }
Example #2
0
        public object[] ConvertBack(object value, Type[] targetTypes, object parameter, CultureInfo culture)
        {
            Burst b = (Burst)value;

            object[] values = new object[] { b.Time, b.Amount };
            return(values);
        }
Example #3
0
    // Main Game loop
    IEnumerator BurstLoop()
    {
        // Loop endlessly (until the player dies)
        while (true)
        {
            // If we aren't at our limit for how many pipes the player has to face at once ..
            if (burstPipeCount < maxBurstCount)
            {
                // set a flag that we haven't yet found a pipe that willwork
                bool pipeHasBurst = false;
                do
                {
                    // Get random pipe reference via random index
                    Burst targetPipe = burstPoints[Random.Range(0, burstPoints.Length)];

                    // if this pipe in not currently active ..
                    if (targetPipe.burst == false)
                    {
                        // .. Make it so and set flag to move on
                        targetPipe.StartBurst();
                        burstPipeCount++;
                        pipeHasBurst = true;
                    }
                } while (pipeHasBurst == false);
            }

            // Wait before bursting the next pipe
            float timeInterval = Random.Range(minTimeInterval, maxTimeInterval);
            yield return(new WaitForSeconds(timeInterval));
        }
    }
Example #4
0
    void RandomEvent()
    {
        if (Random.Range(0, 100) < 5)
        {
            if (_rain.IsAlive() || _snow.IsAlive())
            {
                Burst burst = cloud1.emission.GetBurst(0);
                burst.maxCount = 10;
                cloud1.emission.SetBurst(0, burst);
                cloud2.emission.SetBurst(0, burst);
                _snow.Stop();
                _rain.Stop();
                Debug.Log("rain stop");
            }
            else
            {
                Burst burst = cloud1.emission.GetBurst(0);
                burst.maxCount = 30;
                cloud1.emission.SetBurst(0, burst);
                cloud2.emission.SetBurst(0, burst);

                if (Random.Range(0, 100) < 90)
                {
                    _rain.Play();
                    Debug.Log("rain");
                }
                else
                {
                    Debug.Log("snow");
                    _snow.Play();
                }
            }
        }
    }
Example #5
0
        /// <summary>
        /// Create VGO_PS_EmissionModule from EmissionModule.
        /// </summary>
        /// <param name="module"></param>
        /// <returns></returns>
        protected virtual VGO_PS_EmissionModule CreateVgoModule(EmissionModule module)
        {
            var vgoModule = new VGO_PS_EmissionModule()
            {
                enabled                    = module.enabled,
                rateOverTime               = VgoParticleSystemMinMaxCurveConverter.CreateFrom(module.rateOverTime),
                rateOverTimeMultiplier     = module.rateOverTimeMultiplier,
                rateOverDistance           = VgoParticleSystemMinMaxCurveConverter.CreateFrom(module.rateOverDistance),
                rateOverDistanceMultiplier = module.rateOverDistanceMultiplier,
                //BurstCount = module.burstCount,
            };

            if (module.burstCount > 0)
            {
                Burst[] bursts = new Burst[module.burstCount];

                module.GetBursts(bursts);

                if ((bursts != null) && bursts.Any())
                {
                    vgoModule.bursts = new VGO_PS_Burst[bursts.Length];

                    for (int idx = 0; idx < bursts.Length; idx++)
                    {
                        vgoModule.bursts[idx] = VgoParticleSystemBurstConverter.CreateFrom(bursts[idx]);
                    }
                }
            }

            return(vgoModule);
        }
Example #6
0
        private static void OnTick(EventArgs args)
        {
            PermaActive.Execute();

            if (Activemode(Orbwalker.ActiveModes.Combo))
            {
                switch (Mode)
                {
                case 1:
                    Combo.Execute();
                    break;

                case 2:
                    Burst.Execute();
                    break;
                }
            }

            if (Activemode(Orbwalker.ActiveModes.JungleClear))
            {
                Jungle.Execute();
            }

            if (Activemode(Orbwalker.ActiveModes.LaneClear))
            {
                Lane.Execute();
            }

            if (Activemode(Orbwalker.ActiveModes.Flee))
            {
                Flee.Execute();
            }
        }
Example #7
0
    public void FireBurst(Vector3 direction, GameObject bulletPrefab)
    {
        Vector3 quaternionDefaultVector = new Vector3(0, 1, 0);
        Vector3 translatedPosition      = direction - Position;
        Vector3 zAxis = new Vector3(0, 0, 1);

        float middleRay = Vector3.SignedAngle(
            quaternionDefaultVector,
            translatedPosition,
            zAxis
            );

        float      bulletRotation;
        Quaternion bulletDirection;
        Vector3    radiusAddition;
        Burst      currentBurst = Bursts[CurrentBurstIndex];

        for (int i = 0; i < currentBurst.shots.Count; i++)
        {
            bulletRotation  = middleRay + currentBurst.shots[i];
            bulletDirection = Quaternion.Euler(0, 0, bulletRotation);
            radiusAddition  = bulletDirection * (new Vector3(0, 0.2f, 0));
            Instantiate(bulletPrefab, radiusAddition + Position, bulletDirection);
        }
        Cooldown = currentBurst.cooldown;
    }
Example #8
0
    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        EditorGUILayout.BeginVertical(EditorStyles.inspectorDefaultMargins, new GUILayoutOption[0]);
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        if (GUILayout.Button(new GUIContent("Random"), EditorStyles.miniButton, GUILayout.Width(110f)))
        {
            ((AttackType)target).rate = Random.Range(1f, 10f);
            int nb = Random.Range(1, 10);
            ((AttackType)target).bursts.Clear();
            for (int i = 0; i < nb; i++)
            {
                Burst b = new Burst();
                b.amount = Random.Range(1, 15);
                b.angle  = Random.Range(0, 360);
                b.spread = Random.Range(0, 360);
                b.prefab = (GameObject)EditorGUIUtility.Load("Assets/Prefabs/Bullets/AgiBullet.prefab");
                ;
                ((AttackType)target).bursts.Add(b);
            }
        }
        GUILayout.EndHorizontal();
        EditorGUILayout.EndVertical();
        EditorGUILayout.BeginVertical(EditorStyles.inspectorFullWidthMargins, new GUILayoutOption[0]);
        drawGUI();
        EditorGUILayout.EndVertical();
        EditorGUILayout.BeginVertical(EditorStyles.inspectorDefaultMargins, new GUILayoutOption[0]);
        EditorGUILayout.EndVertical();

        serializedObject.ApplyModifiedProperties();
    }
Example #9
0
        void EmitAfterSet(int count)
        {
            Profiler.BeginSample("Emit now");
            //If the particles actually die at some point, track them
            if (Energy.Max > 0 && !Manager.NoSimulation)
            {
                var b = new Burst {
                    amount = count, time = Manager.RealTime, life = Energy.Max
                };
                m_burstsDone.Enqueue(b);
            }

            int emitOffset = (Offset + ParticleCount) % Manager.MaxParticles;

            m_currentEmitBind.Offset = emitOffset;
            m_currentEmitBind.Count  = count;

            DispatchEmitExtensionKernel(ComputeShader, EmitKernel);
            ParticleCount += count;

            if (OnEmissionCallback != null)
            {
                OnEmissionCallback(count);
            }

            Profiler.EndSample();
        }
Example #10
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        gameObject.GetComponent <CircleCollider2D>().enabled = false;

        if (collision.gameObject.name == "TT2" || collision.gameObject.name == "TT1")
        {
            EnemyText.GetComponent <ParticleSystem>().Play(true);
        }

        if (collision.gameObject.name == "TT1")
        {
            ActionController.GetComponent <Actions>().Die("TT1");
        }
        else if (collision.gameObject.name == "TT2")
        {
            ActionController.GetComponent <Actions>().Die("TT2");
        }
        else
        {
            Burst.GetComponent <ParticleSystem>().Play(true);
            Alien.SetActive(false);
            StartCoroutine(Die());
            ActionController.GetComponent <Actions>().PopIt();
        }
    }
Example #11
0
        public object Clone()
        {
            Burst burst = new Burst();

            burst.unlocked   = this.unlocked;
            burst.unlockedAt = this.unlockedAt;
            return(burst);
        }
Example #12
0
 protected void FireBurster(float velocity)
 {
     CurrentBurst = GameProvider.FireBurster(SelfFaction, transform.position, Achievement, velocity);
     if (ShouldSound)
     {
         SoundManager.GetInstance().BurstSound.Play();
     }
 }
Example #13
0
 public UserPacket(RadioID id, bool data, bool group, RadioID source, RadioID target, bool encrypted, bool phone, UInt32 groupTag, Burst b) : this(data, group)
 {
     this.id        = id;
     this.src       = source;
     this.dest      = target;
     this.encrypted = encrypted;
     this.phone     = phone;
     this.groupTag  = groupTag;
     this.burst     = b;
 }
 /// <summary>
 /// Create VGO_PS_Burst from Burst.
 /// </summary>
 /// <param name="minMaxCurve"></param>
 /// <returns></returns>
 public static VGO_PS_Burst CreateFrom(Burst burst)
 {
     return(new VGO_PS_Burst()
     {
         time = burst.time,
         count = VgoParticleSystemMinMaxCurveConverter.CreateFrom(burst.count),
         cycleCount = burst.cycleCount,
         repeatInterval = burst.repeatInterval,
         probability = burst.probability,
     });
 }
Example #15
0
        internal static void Init(EventArgs args)
        {
            QADelay.Init();

            if (W.Level > 0)
            {
                W.Range = Me.HasBuff("RivenFengShuiEngine") ? 330 : 260;
            }

            if (Me.IsDead)
            {
                qStack = 0;
                return;
            }

            if (qStack != 0 && Utils.TickCount - lastQTime > 3800)
            {
                qStack = 0;
            }

            if (Me.IsRecalling())
            {
                return;
            }

            KeepQ.Init();
            KillSteal.Init();

            switch (Orbwalker.ActiveMode)
            {
            case Orbwalking.OrbwalkingMode.Combo:
                Combo.Init();
                break;

            case Orbwalking.OrbwalkingMode.Burst:
                Burst.Init();
                break;

            case Orbwalking.OrbwalkingMode.Mixed:
                Harass.Init();
                break;

            case Orbwalking.OrbwalkingMode.LaneClear:
                LaneClear.Init();
                JungleClear.Init();
                break;

            case Orbwalking.OrbwalkingMode.Flee:
                Flee.Init();
                break;
            }
        }
Example #16
0
        public static void AdvancedBurst()
        {
            //The generic burst takes a vertex factory, edge factory and identity provider.
            //Pass the default implementation of any parameters you want default behaviour for
            //The factory and identity provider implementations must match the identity type of the chain (eg Guid)
            Burst <Guid> burstHelper = new Burst <Guid>(new StatefulVertexFactory <VertexState>(new EnumState(VertexState.HEALTHY)),
                                                        new DefaultEdgeFactory(),
                                                        new DefaultIdentityProvider());

            //The identity type must be specified because type inference can't help here
            BurstInfo <Guid> burst = burstHelper.Create(10, false);

            //The graph representing the clique is the Graph property
            Graph <Guid> burstGraph = burst.Graph;
        }
Example #17
0
        public static void BaiscBurst()
        {
            //The non-generic burst is an implementation of Burst<Guid>
            //which uses DefaultVertexFactory, DefaultEdgeFactory and DefaultIdentityProvider
            Burst burstHelper = new Burst();

            //The identity type must be specified because type inference can't help here
            BurstInfo <Guid> burst = burstHelper.Create(10, false);

            //Can get the vertex at the centre of the burst from the CentreVertex property
            Vertex <Guid> centreVertex = burst.CentreVertex;

            //Can get the graph representing the chain from the Graph property
            Graph <Guid> burstGraph = burst.Graph;
        }
Example #18
0
        public object Convert(object[] values, Type targetType, object parameter, CultureInfo culture)
        {
            Burst b = new Burst();

            if (float.TryParse(values[0].ToString(), out b.Time) ==
                false)
            {
                return(new Burst());
            }
            if (int.TryParse(values[1].ToString(), out b.Amount) ==
                false)
            {
                return(new Burst());
            }
            return(b);
        }
    public void SetParticleValues(ParticleSystem ps)
    {
        if (ps != null)
        {
            var main           = ps.main;
            var emissionModule = ps.emission;

            int   oldMaxParticles = main.maxParticles;
            float oldRateOverTime = emissionModule.rateOverTime.constant;
            Burst oldBurst        = emissionModule.GetBurst(0);

            emissionModule = ps.emission;
            emissionModule.rateOverTime = new MinMaxCurve(oldRateOverTime * particleSlider);

            emissionModule.SetBurst(0, new Burst(0, oldBurst.count.constant * particleSlider));

            main.maxParticles = (int)(oldMaxParticles * particleSlider);
        }
    }
        protected void draw_banner_scene(SpriteBatch sprite_batch)
        {
            // Title Screen Background
            Title_Back.draw(sprite_batch);
            // Title Background Darken
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
            Title_Black.draw(sprite_batch);
            sprite_batch.End();
            // Class Banner
            Effect banner_shader = Global.effect_shader();

            if (banner_shader != null)
            {
                banner_shader.CurrentTechnique = banner_shader.Techniques["Technique2"];
                banner_shader.Parameters["color_shift"].SetValue(Class_Banner_Color.ToVector4());
            }
            sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, banner_shader);
            Class_Banner.draw(sprite_batch);
            sprite_batch.End();
            // Letters
            if (Letters.Count > 0)
            {
                if (banner_shader != null)
                {
                    banner_shader.CurrentTechnique = banner_shader.Techniques["Technique2"];
                    banner_shader.Parameters["color_shift"].SetValue(Letters[0].flash.ToVector4());
                }
                sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
                                   SamplerState.PointClamp, null, null, banner_shader);
                foreach (Spiral_Letter letter in Letters)
                {
                    letter.draw(sprite_batch);
                }
                sprite_batch.End();
            }
            if (Burst != null)
            {
                sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null);
                Burst.draw(sprite_batch);
                sprite_batch.End();
            }
        }
Example #21
0
    private void ReceiveDamage(Burst burst)
    {
        if (Model.Faction != Faction.None && burst.Faction != Model.Faction)
        {
            var distance = (Model.Position - burst.transform.position.To2D()).magnitude;
            var damage   = 1 + (75 - Model.Mitigation) / (distance + 1) / 2;
            Debug.Log("Portal " + Model + "receiving damage " + damage + " from distance " + distance + " with mitigation " + Model.Mitigation);
            ReduceEnergy(damage);

            if (Energy == 0)
            {
                DestroyerAchievement = burst.OwnerAchievement;

                if (burst.Faction == Faction.Player)
                {
                    SoundManager.GetInstance().PortalDestroyedSound.Play();
                }
            }
        }
    }
Example #22
0
        public static void SetBurstMode(int index)
        {
            switch (index)
            {
            case 1:
                BurstMode = Burst.Vocal;
                break;

            case 2:
                BurstMode = Burst.Dance;
                break;

            case 3:
                BurstMode = Burst.Visual;
                break;

            default:
                BurstMode = Burst.None;
                break;
            }
        }
Example #23
0
        public static void OnPostAttack(object sender, PostAttackEventArgs args)
        {
            if (Game.TickCount - Extensions.LastQCastAttempt <= 340 + Game.Ping / 2)
            {
                Extensions.DidJustAuto = false;
                return;
            }

            Extensions.DidJustAuto = true;

            if (MenuConfig.BurstMode.Active)
            {
                Burst.OnProcessAutoAttack();
            }
            else
            {
                switch (Global.Orbwalker.Mode)
                {
                case OrbwalkingMode.Combo:
                    ComboManager.OnProcessAutoAttack();
                    break;

                case OrbwalkingMode.Mixed:
                    Harass.OnProcessAutoAttack();
                    break;

                case OrbwalkingMode.Laneclear:
                    if (args.Target.IsMinion)
                    {
                        Lane.OnProcessAutoAttack();
                        Jungle.OnProcessAutoAttack(args.Target as Obj_AI_Minion);
                    }
                    else if ((args.Target as Obj_AI_Base).IsBuilding() && SpellConfig.Q.Ready)
                    {
                        SpellConfig.Q.Cast(Global.Player.ServerPosition.Extend(args.Target.ServerPosition, 100));
                    }
                    break;
                }
            }
        }
Example #24
0
        void EmitAfterSet(int count)
        {
            Profiler.BeginSample("Emit now");
            //If the particles actually die at some point, track them
            if (Energy.Max > 0 && !Manager.NoSimulation)
            {
                var b = new Burst {
                    amount = count, time = Manager.RealTime, life = Energy.Max
                };
                m_burstsDone.Enqueue(b);
            }

            Manager.NumParticles += count;
            ComputeShader.SetInt("numToGo", count);

            int dispatch = Mathf.CeilToInt(count / (float)GroupSize);

            Manager.SetPariclesToKernel(ComputeShader, EmitKernel);
            ComputeShader.Dispatch(EmitKernel, dispatch, 1, 1);

            Profiler.EndSample();
        }
Example #25
0
 public UserPacket(byte[] data) : base(data)
 {
     this.src      = new RadioID(data, 6, 3);
     this.dest     = new RadioID(data, 9, 3);
     this.calltype = data[12];
     //This seems to be some kind of group tag to help group packets together
     this.groupTag  = (UInt32)((data[13] << 24) | (data[14] << 16) | (data[15] << 8) | data[16]);
     this.encrypted = ((data[17] & 0x80) != 0);
     this.end       = ((data[17] & 0x40) != 0);
     this.timeslot  = ((data[17] & 0x20) != 0);
     this.phone     = ((data[17] & 0x10) != 0);
     //RTP Data...
     this.rtp = new RTPData(data, 18);
     //Burst data...
     if (this.rtp.Extension)
     {
         throw new Exception("Have a header extenstion! Don't know how to process packet!");
     }
     else
     {
         this.burst = Burst.Decode(data.Skip(30).ToArray());
     }
 }
Example #26
0
    private void SetEmission(EmissionModule emModule)
    {
        Burst burst = emModule.GetBurst(0);

        OriginalEmits.Add(burst);
    }
Example #27
0
 public BurstRemoveCommand(ParticleSystem instance, Burst b)
 {
     this.instance = instance;
     burst         = b;
     Description   = "Remove burst";
 }
Example #28
0
 public BurstAddCommand(ParticleSystem instance, Burst b)
 {
     this.instance = instance;
     burst         = b;
     Description   = "Add burst";
 }
Example #29
0
        public static void Load()
        {
            Principal = MainMenu.AddMenu("Championship Riven", "Riven");
            Principal.AddLabel("Championship Riven v" + Assembly.GetExecutingAssembly().GetName().Version);
            Principal.AddSeparator(2);
            Principal.AddLabel("Good game !");

            Combo = Principal.AddSubMenu("Combo", "Combo");
            Combo.AddSeparator(3);
            Combo.AddLabel("• Spells Combo");
            Combo.Add("UseQCombo", new CheckBox("Use Q?"));
            Combo.Add("UseWCombo", new CheckBox("Use W?"));
            Combo.Add("UseECombo", new CheckBox("Use E"));
            Combo.Add("UseRCombo", new CheckBox("Use R?"));
            Combo.Add("UseR2Combo", new CheckBox("Use R2?"));
            Combo.AddSeparator(3);
            Combo.AddLabel("• Spell W");
            Combo.Add("W/Auto", new Slider("Auto W if {0} Enemies <=", 2, 1, 5));
            Combo.AddSeparator(3);
            Combo.AddLabel("• Spell R");
            Combo.Add("UseRType", new ComboBox("Use R when", 1, "Normal Kill", "Hard Kill", "Always", "ForceR"));
            Combo.Add("ForceR", new KeyBind("Force R", false, KeyBind.BindTypes.PressToggle, 'U'));
            Combo.Add("DontR1", new Slider("Dont R if Target HP {0}% <=", 25, 10, 50));
            Combo.AddSeparator(3);
            Combo.AddLabel("• Spell R2");
            Combo.Add("UseR2Type", new ComboBox("Use R2 when", 0, "Kill only", "Max damage"));

            Shield = Principal.AddSubMenu("Shield", "Shield");
            Shield.AddLabel("• Spell E");
            foreach (var Enemy in EntityManager.Heroes.Enemies)
            {
                Shield.AddLabel(Enemy.ChampionName);
                Shield.Add("E/" + Enemy.BaseSkinName + "/Q", new CheckBox(Enemy.ChampionName + " (Q)", false));
                Shield.Add("E/" + Enemy.BaseSkinName + "/W", new CheckBox(Enemy.ChampionName + " (W)", false));
                Shield.Add("E/" + Enemy.BaseSkinName + "/E", new CheckBox(Enemy.ChampionName + " (E)", false));
                Shield.Add("E/" + Enemy.BaseSkinName + "/R", new CheckBox(Enemy.ChampionName + " (R)", false));
                Shield.AddSeparator(1);
            }

            Burst = Principal.AddSubMenu("Burst", "Burst");
            Burst.AddLabel("• Burst");
            Burst.AddLabel("The combo burst key is the Combo !");
            Burst.AddLabel("This 'Burst allowed' option is just to confirm that you want to use the Burst");
            Burst.AddSeparator(2);
            Burst.Add("BurstAllowed", new KeyBind("Burst Allowed ?", false, KeyBind.BindTypes.PressToggle, 'T'));
            Burst.Add("BurstType", new ComboBox("Burst:", 0, "Damage Check", "Always"));
            Burst.AddSeparator(2);
            Burst.AddLabel("Select Burst style");
            Burst.AddLabel("Style Burst 1: E > Flash > R > W > Hydra > R2");
            Burst.AddLabel("Style Burst 2: E > R > Flash > W > Hydra > R2");
            Burst.AddSeparator(1);
            Burst.Add("BurstStyle", new Slider("Burst style", 1, 1, 2));

            Items = Principal.AddSubMenu("Items", "Items");
            Items.AddLabel("• Hydra Logic");
            Items.Add("Hydra", new CheckBox("Use Hydra?"));
            Items.Add("HydraReset", new CheckBox("Use hydra to reset your AA"));
            Items.AddSeparator(3);
            Items.AddLabel("• Tiamat Logic");
            Items.Add("Tiamat", new CheckBox("Use Tiamat?"));
            Items.Add("TiamatReset", new CheckBox("Use the Tiamat to reset your AA"));
            Items.AddSeparator(3);
            Items.AddLabel("• Qss / Mercurial Logic");
            Items.Add("Qss", new CheckBox("Use Qss?"));
            Items.Add("QssCharm", new CheckBox("Use Qss because of charm"));
            Items.Add("QssFear", new CheckBox("Use Qss because of fear"));
            Items.Add("QssTaunt", new CheckBox("Use Qss because of taunt"));
            Items.Add("QssSuppression", new CheckBox("Use Qss because of suppression"));
            Items.Add("QssSnare", new CheckBox("Use Qss because of snare"));
            Items.AddSeparator(3);
            Items.AddLabel("• Youmu Logic");
            Items.Add("Youmu", new CheckBox("Use Youmu?"));
            Items.Add("YoumuHealth", new Slider("Use Youmu if the enemy has less than {0} HP", 65, 25, 100));

            Laneclear = Principal.AddSubMenu("Laneclear", "Laneclear");
            Laneclear.Add("UseQLane", new CheckBox("Use Q"));
            Laneclear.Add("UseWLane", new CheckBox("Use W"));
            Laneclear.Add("UseWLaneMin", new Slider("Use W if you hit {0} minions", 3, 0, 10));

            Jungleclear = Principal.AddSubMenu("Jungleclear", "Jungleclear");
            Jungleclear.Add("UseQJG", new CheckBox("Use Q"));
            Jungleclear.Add("UseWJG", new CheckBox("Use W"));
            Jungleclear.Add("UseEJG", new CheckBox("Use E"));
            Jungleclear.Add("Level_1 JungleClearing", new CheckBox("only attack small Red/BLUE"));

            Flee = Principal.AddSubMenu("Flee", "Flee");
            Flee.Add("UseQFlee", new CheckBox("Use Q"));
            Flee.Add("UseEFlee", new CheckBox("Use E"));

            Misc = Principal.AddSubMenu("Misc", "Misc");
            Misc.Add("Skin", new CheckBox("Skinhack ?", false));
            Misc.Add("SkinID", new Slider("Skin ID: {0}", 4, 0, 6));
            Misc.Add("Interrupter", new CheckBox("Interrupter ?"));
            Misc.Add("InterrupterW", new CheckBox("Interrupter with W ?"));
            Misc.Add("Gapcloser", new CheckBox("Gapcloser ?"));
            Misc.Add("GapcloserW", new CheckBox("Use W on Gapcloser ?"));
            Misc.Add("BrokenAnimations", new CheckBox("Broken Animations ?"));

            Draw = Principal.AddSubMenu("Drawing", "Drawing");
            Draw.Add("DrawQ", new CheckBox("Draw Q"));
            Draw.Add("DrawW", new CheckBox("Draw W"));
            Draw.Add("DrawE", new CheckBox("Draw E"));
            Draw.Add("DrawR", new CheckBox("Draw R2"));
            Draw.Add("DrawDamage", new CheckBox("Draw Damage"));
            Draw.Add("DrawOFF", new CheckBox("Draw OFF", false));
        }
Example #30
0
 extern public void SetBurst(int index, Burst burst);