public void AddSkillshot(EvadeSkillshot skillshot, bool isProcessSpell = false, bool triggerEvent = true)
        {
            if (LimitDetectionRange &&
                skillshot.GetPosition().Distance(Player.Instance, true) > (2 * skillshot.SpellData.Range).Pow())
            {
                return;
            }

            if (SkillshotActivationDelay <= 10)
            {
                skillshot.IsActive = true;
            }

            DetectedSkillshots.Add(skillshot);

            if (triggerEvent && EvadeMenu.IsSkillshotEnabled(skillshot))
            {
                if (OnSkillshotDetected != null)
                {
                    OnSkillshotDetected(skillshot, isProcessSpell);
                }

                if (OnUpdateSkillshots != null)
                {
                    OnUpdateSkillshots(skillshot, false, isProcessSpell);
                }
            }
        }
Esempio n. 2
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 public static void Main(string[] args)
 {
     Loading.OnLoadingComplete += delegate
     {
         _skillshotDetector = new SkillshotDetector();
         Evade = new EvadePlus(_skillshotDetector);
         EvadeMenu.CreateMenu();
     };
 }
 private void OnDraw(EventArgs args)
 {
     foreach (var c in DetectedSkillshots)
     {
         if (EvadeMenu.IsSkillshotDrawingEnabled(c))
         {
             c.OnDraw();
         }
     }
 }
Esempio n. 4
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        private void OnDraw(EventArgs args)
        {
            if (EvadeMenu.DrawMenu["disableAllDrawings"].Cast <CheckBox>().CurrentValue)
            {
                return;
            }

            foreach (var c in DetectedSkillshots)
            {
                if (EvadeMenu.IsSkillshotDrawingEnabled(c))
                {
                    c.OnDraw();
                }
            }
        }
Esempio n. 5
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        public List <Geometry.Polygon> CustomPoly()
        {
            Skillshots =
                (DodgeDangerousOnly
                    ? SkillshotDetector.ActiveSkillshots.Where(c => c.SpellData.IsDangerous && EvadeMenu.IsSkillshotE(c) && Environment.TickCount - c.TimeDetected >= Yasuo.FleeMenu["Evade.WDelay"].Cast <Slider>().CurrentValue)
                    : SkillshotDetector.ActiveSkillshots).ToArray();

            _skillshotPolygonCache.Clear();
            Polygons = Skillshots.Select(c =>
            {
                var pol = c.ToPolygon();
                _skillshotPolygonCache.Add(c, pol);

                return(pol);
            }).ToArray();
            return(Geometry.ClipPolygons(Polygons).ToPolygons());
        }