/// <summary> /// Returns true or false, wether the Target is friendly or not /// </summary> /// <returns>true if unit is friendly, false if not</returns> public static bool IsFriend(LuaUnit luaunit, LuaUnit otherluaunit = LuaUnit.player) => ParseLuaIntResult($"isFriendly = UnitIsFriend({luaunit.ToString()}, {otherluaunit.ToString()});", "isFriendly");
/// <summary> /// returns true if the LuaUnit is dead /// </summary> /// <param name="LuaUnit">LuaUnit to read the data from</param> /// <returns>is LuaUnit dead</returns> public static bool IsDead(LuaUnit LuaUnit) => ParseLuaIntResult($"isDead = UnitIsDead(\"{LuaUnit.ToString()}\");", "isDead");
/// <summary> /// returns true if the selected LuaUnit is a ghost or dead /// </summary> /// <param name="LuaUnit">LuaUnit to read the data from</param> /// <returns>is LuaUnit a ghost or dead</returns> public static bool IsDeadOrGhost(LuaUnit LuaUnit) => ParseLuaIntResult($"isDeadOrGhost = UnitIsDeadOrGhost(\"{LuaUnit.ToString()}\");", "isDeadOrGhost");
/// <summary> /// Returns the current combat state /// </summary> /// <param name="LuaUnit">LuaUnit to check</param> /// <returns>true if unit is in combat, false if not</returns> public static bool GetCombatState(LuaUnit LuaUnit) => ParseLuaIntResult($"affectingCombat = UnitAffectingCombat(\"{LuaUnit.ToString()}\");", "affectingCombat");