Esempio n. 1
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    public void GetTowerInfo(Tower tower, TowerConfig config, bool isRefresh)
    {
        Stats_field.DisplayerForUpgrade.SetActive(false);

        if (isRefresh == true)
        {
            open_sideMenu();
        }

        current_tower        = tower;
        current_tower_config = config;

        header.setValue(tower, config);
        Stats_field.set_value(tower);
        upgrade_field.set_value(tower);

        if (GameManager.Instance.Currency < current_tower.upgrade_price)
        {
            upgradeButton.GetComponent <Button>().interactable = false;
        }
        else
        {
            upgradeButton.GetComponent <Button>().interactable = true;
        }
    }
Esempio n. 2
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 public virtual void Init(SideType side)
 {
     this.side = side;
     config    = this is MainTower
         ? LogicConfig.MainTower
         : LogicConfig.NormalTower;
 }
Esempio n. 3
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 public void set_incrementValue(Tower tower, TowerConfig config)
 {
     DisplayerForUpgrade.SetActive(true);
     dI  = String.Format("{0:0.00}", (tower.damage_nextlevel - tower.damage));
     rI  = String.Format("{0:0.00}", (tower.actualRange_nextlevel - tower.actualRange));
     aSI = String.Format("{0:0.00}", (tower.AtkSpeed_nextlevel - tower.AtkSpeed));
     eI  = String.Format("{0:0.00}", (tower.effect_nextlevel - tower.effect));
 }
Esempio n. 4
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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));
        }
Esempio n. 5
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    public void set_value(TowerConfig config)
    {
        int towerId = config.towerId;

        float[][] playerOnGeneralUpgrade = playerConfig.trees[1];
        float[][] playerOnTowerUpgrade   = playerConfig.trees[towerId + 2];

        d  = String.Format("{0:0.00}", stateCalculator.baseStat(config.damage, playerOnTowerUpgrade[1][1], playerOnGeneralUpgrade[0][1], config.damageIncrement, 0));
        r  = String.Format("{0:0.00}", stateCalculator.baseStat(config.range, playerOnTowerUpgrade[2][1], playerOnGeneralUpgrade[1][1], config.rangeIncrement, 0));
        aS = String.Format("{0:0.00}", stateCalculator.baseStat(config.atk_speed, playerOnTowerUpgrade[3][1], playerOnGeneralUpgrade[2][1], config.AtkSpeedIncrement, 0));
        e  = String.Format("{0:0.00}", stateCalculator.baseStat(config.effect, playerOnTowerUpgrade[4][1], playerOnGeneralUpgrade[3][1], config.effectIncrement, 0));
        p  = ((int)config.price).ToString();
    }
    public void GetTowerInfo(Tower_Online tower, TowerConfig config, bool isRefresh)
    {
        if (isRefresh == true)
        {
            open_sideMenu();
        }

        current_tower        = tower;
        current_tower_config = config;

        header.setValue(tower, config);
        Stats_field.set_value(tower);
    }
Esempio n. 7
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    /// <summary>
    /// 初始化塔属性
    /// </summary>
    /// <param name="side">0:sideA  1:sideB</param>
    /// <param name="type">TowerType</param>
    public virtual void Init(int side, int type)
    {
        this.side = side;
        this.type = type;
        switch (type)
        {
        case (int)TowerType.Normal:
            this.config = GameConfig.NormalTowerConfig;
            break;

        case (int)TowerType.Main:
            this.config = GameConfig.MainTowerConfig;
            break;
        }
    }
Esempio n. 8
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 public void setValue(Tower tower, TowerConfig config)
 {
     Level     = tower.level + 1;
     TowerName = config.towerName;
 }
Esempio n. 9
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 private void Awake()
 {
     path   = towerPrefab.GetComponent <Tower>().TowerConfigPath;
     config = ConfigLoader.LoadTextFile <TowerConfig>(path);
 }