Esempio n. 1
0
File: Core.cs Progetto: Mej0/a
        public Core()
        {
            // AssemblyLogs.GLboal..
            this.me = ObjectManager.LocalHero;

            InvokerMenu.BuildMenu();
            InvokerMenu.EventAggregator.Subscribe(this);
            InvokerMenu.ActiveComboChanged  += this.InvokerMenu_ActiveComboChanged;
            InvokerMenu.GhostWalkKeyPressed += this.InvokerMenu_GhostWalkKeyPressed;

            this.sunstrike = new Sunstrike(this.me);
            this.ghostWalk = new GhostWalk(this.me);

            this.invokedBase =
                this.me.Spellbook.Spells.FirstOrDefault(x => x.ClassID == ClassID.CDOTA_Ability_Invoker_InvokedBase);

            // add combos
            this.availableCombos.Add("EulsSSMeteorBlast", new EulsSSMeteorBlast(this.me, InvokerMenu.ComboKey));
            this.availableCombos.Add("AlaForSnap", new AlaForSnap(this.me, InvokerMenu.ComboKey));
            this.availableCombos.Add("Assassination", new AssassinationCombo(this.me, InvokerMenu.ComboKey));
            this.availableCombos.Add(
                "ToEMPMetBlastRefMetBlastEMP",
                new ToEMPMetBlastRefMetBlastEMP(this.me, InvokerMenu.ComboKey));

            this.activeCombo = this.availableCombos[InvokerMenu.CurrentlyActiveCombo];
            this.activeCombo.Activate();

            this.CheckCombos();

            Entity.OnInt32PropertyChange  += this.Entity_OnInt32PropertyChange;
            Entity.OnHandlePropertyChange += this.Entity_OnHandlePropertyChange;

            GameDispatcher.OnIngameUpdate += this.GameDispatcher_OnIngameUpdate;
        }
Esempio n. 2
0
    // Ghost Walk
    IEnumerator GhostWalk(float duration, float enemySlow, float selfSlow, float cooldown)
    {
        print("Casted: Ghost Walk");
        GhostWalk ghostWalk = gameObject.AddComponent <GhostWalk>();

        ghostWalk.Duration       = duration;
        ghostWalk.SelfSlow       = selfSlow;
        ghostWalk.EnemySlow      = enemySlow;
        ghostWalk.InvisMaterial  = GhostWalkMaterial;
        ghostWalk.GhostWalkSound = spellSoundClips[2];

        bool GhostWalk = true;

        while (GhostWalk)
        {
            if (_playerController.Target != null)
            {
                ghostWalk.Die();
                GhostWalk = false;
            }
            yield return(null);
        }
        // Cooldown

        /*print("GW on Cooldown");
         * while(cooldown > 0)
         * {
         *  cooldown -= Time.deltaTime;
         *  yield return new WaitForSeconds(1);
         *  if (cooldown <= 0)
         *      print("GW ready");
         * }*/
    }
Esempio n. 3
0
        public void OnLoad()
        {
            Variables.Hero = ObjectManager.LocalHero;
            this.pause     = Variables.Hero.ClassID != ClassID.CDOTA_Unit_Hero_Invoker;
            if (this.pause)
            {
                return;
            }
            Variables.MenuManager = new MenuManager(Me.Name);
            this.coldSnap         = new ColdSnap();
            this.alacrity         = new Alacrity();
            this.chaosMeteor      = new ChaosMeteor();
            this.deafeningBlast   = new DeafeningBlast();
            this.forgeSpirit      = new ForgeSpirit();
            this.ghostWalk        = new GhostWalk();
            this.iceWall          = new IceWall();
            this.sunStrike        = new SunStrike();
            this.tornado          = new Tornado();
            this.emp         = new EMP();
            Variables.Quas   = Me.Spellbook.SpellQ;
            Variables.Wex    = Me.Spellbook.SpellW;
            Variables.Exort  = Me.Spellbook.SpellE;
            Variables.Invoke = Me.Spellbook.SpellR;

            Variables.MenuManager.Menu.AddToMainMenu();
            Variables.EnemyTeam = Me.GetEnemyTeam();
            this.targetFind     = new TargetFind();
            Game.PrintMessage(
                "Invoker" + System.Reflection.Assembly.GetExecutingAssembly().GetName().Version + " loaded",
                MessageType.LogMessage);
        }