public frmAuto3dSupport(ref SupportConfig sc)
 {
     m_sc = sc;
     InitializeComponent();
     SetData();
     UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
 }
Exemple #2
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 private UVDLPApp()
 {
     m_supportmode          = eSupportEditMode.eNone;
     SceneFileName          = "";
     m_callbackhandler      = new CallbackHandler();
     m_appconfig            = new AppConfig();
     m_printerinfo          = new MachineConfig();
     m_buildparms           = new SliceBuildConfig();
     m_deviceinterface      = new DeviceInterface();
     m_buildmgr             = new BuildManager();
     m_slicer               = new Slicer();
     m_slicer.m_slicemethod = Slicer.eSliceMethod.eNormalCount;// configure the slicer to user the new normal count - Thanks Shai!!!
     m_slicer.Slice_Event  += new Slicer.SliceEvent(SliceEv);
     //m_dispmgr = DisplayManager.Instance(); // initialize the singleton for early event app binding
     //m_flexslice = new FlexSlice();
     m_gcode            = new GCodeFile(""); // create a blank gcode to start with
     m_supportconfig    = new SupportConfig();
     m_supportgenerator = new SupportGenerator();
     m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
     CSG.Instance().CSGEvent += new CSG.CSGEventDel(CSGEvent);
     m_proj_cmd_lst    = new prjcmdlst();
     m_plugins         = new List <PluginEntry>(); // list of user plug-ins
     m_pluginstates    = PluginStates.Instance();  // initialize the plugin state singleton
     m_undoer          = new Undoer();
     m_2d_graphics     = new C2DGraphics();
     m_gui_config      = new GuiConfigManager();
     m_AuxBuildCmds    = AuxBuildCmds.Instance(); // make sure the singleton doesn't go away...
     m_sequencemanager = SequenceManager.Instance();
 }
 public ctlSupports()
 {
     InitializeComponent();
     UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
     m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really
     SetData();
     m_changingData  = false;
     m_numFBSelected = true;
 }
Exemple #4
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 public Support()
 {
     tag          = Object3d.OBJ_SUPPORT; // tag for support
     m_supporting = null;
     this.Name    = "Support_" + supcnt.ToString();
     supcnt++;
     mSC       = UVDLPApp.Instance().m_supportconfig.Clone(); // start off by cloing the app's defaults
     SubType   = eSubType.eBase;
     m_seltype = eSelType.eWhole;
 }
Exemple #5
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        /// <summary>
        /// Start the support generation
        /// </summary>
        public void Start(SupportConfig sc, Object3d model)
        {
            Thread m_thread = new Thread(new ThreadStart(StartGenerating));

            m_sc         = sc;
            m_model      = model;
            m_cancel     = false;
            m_generating = true;
            m_thread.Start();
        }
Exemple #6
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        private static void LoadMenu()
        {
            Config = MainMenu.AddMenu("Thresh", "thresh_menu");

            SpellConfig = Config.AddSubMenu("Spell Settings", "SpellSettings");
            SpellConfig.Add("autoQ", new CheckBox("Auto Q Dash Enemy", true));
            SpellConfig.Add("dontQ2", new CheckBox("Don't Auto Q2", true));
            SpellConfig.Add("dQ2if", new Slider("Don't Q2 if Enemies > allies", 1, 0, 5));
            SpellConfig.Add("farmE", new CheckBox("Farm with E", true));
            SpellConfig.AddLabel("Q BlackList :");
            foreach (var hero in HeroManager.Enemies)
            {
                SpellConfig.Add("QList" + hero.NetworkId, new CheckBox("BlackList: " + hero.ChampionName, false));
            }

            SpellConfig.Add("FlayPush", new KeyBind("Flay Push Key", false, KeyBind.BindTypes.HoldActive, 'T'));
            SpellConfig.Add("FlayPull", new KeyBind("Flay Pull Key", false, KeyBind.BindTypes.HoldActive, 'H'));

            FleeConfig = Config.AddSubMenu("Flee Settings", "FleeSettings");
            FleeConfig.Add("flee", new KeyBind("Flee", false, KeyBind.BindTypes.HoldActive, 'Z'));
            FleeConfig.Add("autoEpush", new CheckBox("Auto E push", true));

            PredictConfig = Config.AddSubMenu("Predict Settings", "PredictSettings");
            PredictConfig.Add("PredictionMode", new ComboBox("Prediction Mode", 0, "Common", "OKTW", "SDK", "SPrediction"));
            PredictConfig.Add("HitChance", new ComboBox("Hit Chance", 0, "Very High", "High", "Medium"));

            BoxConfig = Config.AddSubMenu("Box Settings", "BoxSettings");
            BoxConfig.Add("BoxCount", new Slider("Box Count", 2, 1, 6));
            BoxConfig.Add("BoxMode", new ComboBox("Box Mode", 0, "Prediction", "Now"));

            SupportConfig = Config.AddSubMenu("Support Mode", "SupportMode");
            SupportConfig.Add("SupportMode", new CheckBox("Suppor tMode", true));
            SupportConfig.Add("SupportModeRange", new Slider("Support Mode Range", (int)Player.AttackRange + 200, (int)Player.AttackRange, 2000));
            SupportConfig.Add("AttackADC", new CheckBox("Attack ADC's Target [TEST]", true));


            DrawConfig = Config.AddSubMenu("Drawing Settings", "DrawingSettings");
            DrawConfig.Add("Drawwhenskillisready", new CheckBox("Draw when skill is ready", true));
            DrawConfig.Add("drawQ", new CheckBox("Draw Q Range", true));
            DrawConfig.Add("drawW", new CheckBox("Draw W Range", true));
            DrawConfig.Add("drawE", new CheckBox("Draw E Range", true));
            DrawConfig.Add("drawR", new CheckBox("Draw R Range", true));
            DrawConfig.Add("drawtg", new CheckBox("Draw Target", true));

            SmartKeyConfig = Config.AddSubMenu("Smart Cast", "SmartCast");
            SmartKeyConfig.Add("EnableFollow", new CheckBox("Enable Follow Options,Prss Q/W/E Auto Cast Spell", true));
            SmartKeyConfig.Add("SmartCastQ", new CheckBox("Smart Cast Q", true));
            SmartKeyConfig.Add("SmartCastW", new CheckBox("Smart Cast W", true));
            SmartKeyConfig.Add("SmartCastE", new CheckBox("Smart Cast E", true));

            TowerConfig = Config.AddSubMenu("Turret Settings", "TurretSettings");
            TowerConfig.Add("QEallyTurrettarget", new CheckBox("Q/E ally Turret’s target", true));
            TowerConfig.Add("QEtargetintoallyturret", new CheckBox("Q/E target into ally turret", true));
            TowerConfig.Add("DontQ2inenemyturret", new CheckBox("Don't Q2 in enemy turret", true));
        }
Exemple #7
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        /// <summary>
        /// This function creates a new support structure
        /// you can specify the:
        /// Foot Bottom Radius  - fbrad
        /// Foot Top Radius     - ftrad
        /// Head Bottom Radius  - hbrad
        /// Head Top Radius     - htrad
        ///
        /// as well as the segment lengths from bottom to top D1,D2,D3
        /// you can also specify the number of divisions in the circle - divs
        /// </summary>
        /// <param name="d1"></param>
        /// <param name="d2"></param>
        /// <param name="d3"></param>
        public void Create(SupportConfig SC, Object3d supporting, float d1, float d2, float d3)
        {
            try
            {
                mSC          = SC.Clone();
                m_tipheight  = 2;// d3;
                m_baseheight = d1;

                m_supporting = supporting;
                float zlev = 0.0f;                                      // start at the bottom of the cylinder
                s1i = 0;                                                // set 0 to be the starting index for the bottom of the foot
                GenerateCirclePoints(mSC.fbrad, mSC.cdivs, zlev, true); // foot bottom
                zlev += d1;
                //now the top of the foot
                s2i = m_lstpoints.Count;
                GenerateCirclePoints(mSC.ftrad, mSC.cdivs, zlev, false); // foot top

                //zlev += d1;
                s3i = m_lstpoints.Count;
                GenerateCirclePoints(mSC.ftrad, mSC.cdivs, zlev, false); // foot top

                zlev += d2;

                //now the bottom of the shaft
                s4i = m_lstpoints.Count;
                GenerateCirclePoints(mSC.hbrad, mSC.cdivs, zlev, false); // bottom of head
                zlev += d3;
                //now the top of the shaft, bottom of the head
                s5i = m_lstpoints.Count;
                GenerateCirclePoints(mSC.htrad, mSC.cdivs, zlev, true); // top of head
                psi_base = m_lstpolys.Count;                            // should be 0 index
                MakeTopBottomFace(s1i, mSC.cdivs, false);               // bottom
                //MakeTopBottomFace(s5i, mSC.cdivs, true);// top
                makeWalls(s1i, s2i, mSC.cdivs);
                pei_base = m_lstpolys.Count; // should be top index of

                makeWalls(s2i, s3i - mSC.cdivs - 1, mSC.cdivs);
                makeWalls(s3i, s4i - (2 * mSC.cdivs) - 1, mSC.cdivs);

                psi_tip = m_lstpolys.Count;
                makeWalls(s4i, s5i - (3 * mSC.cdivs) - 1, mSC.cdivs);
                MakeTopBottomFace(s5i, mSC.cdivs, true);// top
                pei_tip = m_lstpolys.Count;

                Update(); // update should only be called for new objects, otherwise, use the move/scale/rotate functions
                SetColor(Color.Yellow);
                ScaleToHeight(d1 + d2 + d3);
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex.Message);
            }
        }
 public ctlSupports()
 {
     InitializeComponent();
     UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
     UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEvent);
     m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really
     SetData();
     m_changingData        = false;
     m_numFBSelected       = true;
     numDownAngle.FloatVal = 45;
     numDownAngle.IntVal   = 45;
     ListSupports();
 }
 private UVDLPApp()
 {
     m_appconfig           = new AppConfig();
     m_printerinfo         = new MachineConfig();
     m_buildparms          = new SliceBuildConfig();
     m_deviceinterface     = new DeviceInterface();
     m_buildmgr            = new BuildManager();
     m_slicer              = new Slicer();
     m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv);
     m_flexslice           = new FlexSlice();
     m_gcode            = new GCodeFile(""); // create a blank gcode to start with
     m_supportconfig    = new SupportConfig();
     m_supportgenerator = new SupportGenerator();
     m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
 }
 private UVDLPApp()
 {
     m_appconfig           = new AppConfig();
     m_printerinfo         = new MachineConfig();
     m_buildparms          = new SliceBuildConfig();
     m_deviceinterface     = new DeviceInterface();
     m_buildmgr            = new BuildManager();
     m_slicer              = new Slicer();
     m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv);
     //m_flexslice = new FlexSlice();
     m_gcode            = new GCodeFile(""); // create a blank gcode to start with
     m_supportconfig    = new SupportConfig();
     m_supportgenerator = new SupportGenerator();
     m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
     m_proj_cmd_lst = new prjcmdlst();
     m_plugins      = new List <IPlugin>(); // list of user plug-ins
     m_undoer       = new Undoer();
 }
Exemple #11
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        public ctlSupports()
        {
            InitializeComponent();
            UVDLPApp.Instance().m_supportgenerator.SupportEvent += new SupportGeneratorEvent(SupEvent);
            UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEvent);
            m_sc = UVDLPApp.Instance().m_supportconfig; // should copy really
            SetData();
            m_changingData  = false;
            m_numFBSelected = true;
            ListSupports();

            SetTexts();


            //ctlTitle1.ForeColor =
            //label1.ForeColor =
            ////label2.ForeColor = ct.ForeColor;
            //label3.ForeColor =
            ////label4.ForeColor = ct.ForeColor;
            //labelAutoSup.ForeColor =
            //label6.ForeColor =
            //label7.ForeColor =
            //label9.ForeColor =
            //    cmbSupType.ForeColor =
            //    lbSupports.ForeColor =
            //    cmdRemoveSupports.ForeColor =
            //    progressTitle.ForeColor = Wcolor.ForeColor;

            //ctlTitle1.BackColor =
            //    BackColor =
            //    cmbSupType.BackColor =
            //    //flowLayoutPanel2.BackColor = ct.BackColor;
            //    progressTitle.BackColor =


            //    flowLayoutPanel1.BackColor =
            //    //panel1.BackColor = ct.FrameColor;
            //    panel2.BackColor =
            //    panelSuppotShape.BackColor =
            //    panel3.BackColor =
            //    lbSupports.BackColor =
            //    cmdRemoveSupports.BackColor = Wcolor.BackColor;
        }