public PredictionItem(Obj_AI_Hero target, Spell predictionSpell, KoreanPredictionTypes type = KoreanPredictionTypes.Slow) { PredictionSpell = predictionSpell; Target = target; predictionList = new Queue<Vector3>(limit); targetImmovable = false; switch (type) { case KoreanPredictionTypes.Fast: limit = 5; limitBias = 15; break; case KoreanPredictionTypes.Medium: limit = 10; limitBias = 10; break; default: limit = 20; limitBias = 5; break; } Game.OnUpdate += ProcessPrediction; }
public PredictionItem(Obj_AI_Hero target, Spell predictionSpell, KoreanPredictionTypes type = KoreanPredictionTypes.Slow) { PredictionSpell = predictionSpell; Target = target; predictionList = new Queue <Vector3>(limit); targetImmovable = false; switch (type) { case KoreanPredictionTypes.Fast: limit = 5; limitBias = 15; break; case KoreanPredictionTypes.Medium: limit = 10; limitBias = 10; break; default: limit = 20; limitBias = 5; break; } Game.OnUpdate += ProcessPrediction; }
public KoreanPrediction(Spell spell, KoreanPredictionTypes type = KoreanPredictionTypes.Slow) { predictionItems = new List <PredictionItem>(); foreach (AIHeroClient objAiHero in HeroManager.Enemies) { predictionItems.Add(new PredictionItem(objAiHero, spell, type)); } }
public KoreanPrediction(Spell spell, KoreanPredictionTypes type = KoreanPredictionTypes.Slow) { predictionItems = new List<PredictionItem>(); foreach (Obj_AI_Hero objAiHero in HeroManager.Enemies) { predictionItems.Add(new PredictionItem(objAiHero, spell, type)); } }