private List <IBasicModule> AddTargetModules() { List <IBasicModule> modules = new List <IBasicModule>(); targetName = new TargetName("Target Name"); closest = new ClosestApproach("Closest Approach"); closestVel = new RelVelocityAtClosest("Rel Vel At Appr"); distance = new DistanceToTarget("Dist To Target"); relInc = new RelInclination("Rel Inclination"); relVel = new RelVelocity("Rel Velocity"); angToPro = new AngleToPrograde("Ang To Pro"); phaseAngle = new PhaseAngle("Phase Angle"); targetName.IsVisible = BasicSettings.Instance.showTargetName; targetName.AlwaysShow = BasicSettings.Instance.showTargetNameAlways; closest.IsVisible = BasicSettings.Instance.showClosestApproach; closest.AlwaysShow = BasicSettings.Instance.showClosestApproachAlways; closestVel.IsVisible = BasicSettings.Instance.showClosestApproachVelocity; closestVel.AlwaysShow = BasicSettings.Instance.showClosestApproachVelocityAlways; distance.IsVisible = BasicSettings.Instance.showDistance; distance.AlwaysShow = BasicSettings.Instance.showDistanceAlways; relInc.IsVisible = BasicSettings.Instance.showRelInclination; relInc.AlwaysShow = BasicSettings.Instance.showRelInclinationAlways; relVel.IsVisible = BasicSettings.Instance.showRelVelocity; relVel.AlwaysShow = BasicSettings.Instance.showRelVelocityAlways; angToPro.IsVisible = BasicSettings.Instance.showAngleToPrograde; angToPro.AlwaysShow = BasicSettings.Instance.showAngleToProgradeAlways; phaseAngle.IsVisible = BasicSettings.Instance.showPhaseAngle; phaseAngle.AlwaysShow = BasicSettings.Instance.showPhaseAngleAlways; modules.Add(relVel); modules.Add(relInc); modules.Add(angToPro); modules.Add(phaseAngle); modules.Add(closestVel); modules.Add(closest); modules.Add(distance); modules.Add(targetName); return(modules); }
internal AbstractCondition LoadConditions(XmlNode xmlNode) { AbstractCondition condition; switch (xmlNode.Name) { case "HealthPowerCondition": condition = new HealthPowerCondition(); condition.LoadData(xmlNode); return(condition); case "BuffCondition": condition = new BuffCondition(); condition.LoadData(xmlNode); return(condition); case "CombatCountCondition": condition = new CombatCountCondition(); condition.LoadData(xmlNode); return(condition); case "DistanceToTargetCondition": condition = new DistanceToTarget(); condition.LoadData(xmlNode); return(condition); case "SoulShardCountCondition": condition = new SoulShardCountCondition(); condition.LoadData(xmlNode); return(condition); case "HealthStoneCountCondition": condition = new HealthStoneCount(); condition.LoadData(xmlNode); return(condition); case "ComboPointsCondition": condition = new ComboPointsCondition(); condition.LoadData(xmlNode); return(condition); case "MageWaterCondition": condition = new MageWaterCondition(); condition.LoadData(xmlNode); return(condition); case "MageFoodCondition": condition = new MageFoodCondition(); condition.LoadData(xmlNode); return(condition); case "TempEnchantCondition": condition = new TempEnchantCondition(); condition.LoadData(xmlNode); return(condition); case "RuneCondition": condition = new RuneCondition(); condition.LoadData(xmlNode); return(condition); case "PotentialAddsCondition": condition = new PotentialAddsCondition(); condition.LoadData(xmlNode); return(condition); case "FunctionCondition": condition = new FunctionsCondition(); condition.LoadData(xmlNode); return(condition); case "TickerCondition": condition = new TickerCondition(); condition.LoadData(xmlNode); return(condition); case "PetCondition": condition = new PetCondition(); condition.LoadData(xmlNode); return(condition); case "SpellCondition": condition = new SpellCondition(); condition.LoadData(xmlNode); return(condition); } return(null); }
public override string ToString() { return(Color.ToString() + " " + DistanceToTarget.ToString()); }