Esempio n. 1
0
        /// <summary>
        ///     Checks a point to see if it is in an ally or enemy fountain
        /// </summary>
        public static bool InFountain(this Vector2 position, FountainType fountain)
        {
            float fountainRange = 562500; //750 * 750
            var   map           = Map.GetMap();

            if (map != null && map.Type == Map.MapType.SummonersRift)
            {
                fountainRange = 1210000; //1100 * 1100
            }
            var fpos = fountain == FountainType.OwnFountain ? MiniCache.AllyFountain : MiniCache.EnemyFountain;

            return(position.Distance(fpos, true) <= fountainRange);
        }
Esempio n. 2
0
    public void SetFountainType(FountainType type)
    {
        switch (type)
        {
        case FountainType.Earth:
            GetComponent <SpriteRenderer>().sprite = earthFountain;
            break;

        case FountainType.Water:
            GetComponent <SpriteRenderer>().sprite = waterFountain;
            break;

        case FountainType.Fire:
            GetComponent <SpriteRenderer>().sprite = fireFountain;
            break;

        case FountainType.Electric:
            GetComponent <SpriteRenderer>().sprite = electricFountain;
            break;
        }
    }
Esempio n. 3
0
        /// <summary>
        ///     Returns true if unit is in fountain range (range in which fountain heals).
        ///     The second optional parameter allows you to indicate which fountain you want to check against.
        /// </summary>
        public static bool InFountain(this Obj_AI_Base unit, FountainType ftype = FountainType.OwnFountain)
        {
            float fountainRange = 562500; //750 * 750
            var   map           = Map.GetMap();

            if (map != null && map.Type == Map.MapType.SummonersRift)
            {
                fountainRange = 1210000; //1100 * 1100
            }

            var fpos = new Vector3();

            if (ftype == FountainType.OwnFountain)
            {
                fpos = unit.Team == HeroManager.Player.Team ? MiniCache.AllyFountain : MiniCache.EnemyFountain;
            }
            if (ftype == FountainType.EnemyFountain)
            {
                fpos = unit.Team == HeroManager.Player.Team ? MiniCache.EnemyFountain : MiniCache.AllyFountain;
            }

            return(unit.IsVisible && unit.Distance(fpos, true) <= fountainRange);
        }
Esempio n. 4
0
 /// <summary>
 ///     Checks a point to see if it is in an ally or enemy fountain
 /// </summary>
 public static bool InFountain(this Vector3 position, FountainType fountain)
 {
     return(position.To2D().InFountain(fountain));
 }