public void TestBuySellConfig() { ComboConfig config = new ComboConfig(); try { config.Init(); } catch (Exception e) { Console.WriteLine(e.Message); } Console.WriteLine("test"); }
public void OnComboFinish() { List <ComboConfig> availableCombos = GetAvailableComboForInputs(combos, currentInputs); ComboConfig successCombo = availableCombos.FirstOrDefault(combo => combo.inputs.Count == currentInputs.Count); if (successCombo != null) { outputReceiver.DisplayFinish(true, successCombo.skillName); } else { outputReceiver.DisplayFinish(false); } currentInputs = new List <Vector2Int>(); outputReceiver.DisplayCombo(currentInputs); }
public Default() { //initializing spells Q = new Spell(SpellSlot.Q); W = new Spell(SpellSlot.W); E = new Spell(SpellSlot.E); R = new Spell(SpellSlot.R); //add them to a list to process them later on for voodoo magic Spells.Add(Q); Spells.Add(W); Spells.Add(E); Spells.Add(R); //find skillshots in evade spelldb List <Data.SpellData> MySkillShots = Data.SpellDatabase.Spells.FindAll(s => s.ChampionName == ObjectHandler.Player.ChampionName); //set skillshots foreach (var ss in MySkillShots) { var theSpell = Spells.First(s => s.Slot == ss.Slot); if (theSpell != null) { theSpell.Range = ss.Range; theSpell.SetSkillshot(ss.Delay, ss.RawRadius, ss.MissileSpeed, true, ss.Type); } } //spell is not a skillshot? make it targettable. foreach (var spell in Spells) { var sd = SpellData.GetSpellData(ObjectManager.Player.GetSpell(spell.Slot).Name); if (!spell.IsSkillshot && sd != null) { spell.Range = sd.CastRange; spell.SetTargetted(sd.DelayTotalTimePercent, sd.SpellCastTime); } } //initialize combo menu ComboConfig.AddBool("ComboQ", "Use Q", true); ComboConfig.AddBool("ComboW", "Use W", true); ComboConfig.AddBool("ComboE", "Use E", true); ComboConfig.AddBool("ComboR", "Use R", true); }