コード例 #1
0
        public void CustomInterrupter_OnInterruptableTarget(Obj_AI_Hero sender,
                                                            CustomInterrupter.InterruptableTargetEventArgs args)
        {
            if (sender == null || !sender.IsValidTarget())
            {
                return;
            }

            if (Utils.TickCount - LastWCast < 2000)
            {
                return;
            }

            if (Menu.Item("WInterrupter").IsActive() && W.CanCast(sender) && W.CastOnUnit(sender))
            {
                return;
            }

            if (!Menu.Item("RInterrupter").IsActive() || !R.IsReady())
            {
                return;
            }

            if (
                Allies.OrderBy(h => h.Distance(sender))
                .Any(h => h.IsValidTarget(R.Range, false) && h.Distance(sender) < RRadius && R.CastOnUnit(h)))
            {
            }
        }
コード例 #2
0
ファイル: Lulu.cs プロジェクト: sadnecc/CHportcn
        public void CustomInterrupter_OnInterruptableTarget(AIHeroClient sender,
                                                            CustomInterrupter.InterruptableTargetEventArgs args)
        {
            if (sender == null || !sender.LSIsValidTarget())
            {
                return;
            }

            if (Utils.TickCount - LastWCast < 2000)
            {
                return;
            }

            if (getCheckBoxItem(wMenu, "WInterrupter") && W.CanCast(sender) && W.CastOnUnit(sender))
            {
                return;
            }

            if (!getCheckBoxItem(rMenu, "RInterrupter") || !R.IsReady())
            {
                return;
            }

            if (
                Allies.OrderBy(h => h.LSDistance(sender))
                .Any(h => h.LSIsValidTarget(R.Range, false) && h.LSDistance(sender) < RRadius && R.CastOnUnit(h)))
            {
            }
        }
コード例 #3
0
    /// <summary>
    /// Chamado a cada frame se o <see cref="MonoBehaviour"/> está ativo
    /// </summary>
    public void Update()
    {
        Allies.RemoveAll(c => c.State == StateCharacter.Die);
        Enemies.RemoveAll(c => c.State == StateCharacter.Die);

        foreach (var ally in Allies)
        {
            ally.Target = Enemies.OrderBy(c => c.Self.DistanceTo(ally.Self)).FirstOrDefault();
        }

        foreach (var enemy in Enemies)
        {
            enemy.Target = Allies.OrderBy(c => c.Self.DistanceTo(enemy.Self)).FirstOrDefault();
        }
    }