/// <summary> /// Determines whether the unit is valid. /// </summary> /// <param name="unit"> /// The unit. /// </param> /// <param name="range"> /// The range. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> private bool IsValidUnit(AttackableUnit unit, float range = 0f) { var minion = unit as AIMinionClient; return(unit.IsValidTarget(range > 0 ? range : unit.GetRealAutoAttackRange()) && (minion == null || minion.IsHPBarRendered)); }
/// <summary> /// Returns true if the target is in auto-attack range. /// </summary> /// <param name="target"> /// The target. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> public static bool InAutoAttackRange(this AttackableUnit target) { return(target.IsValidTarget() && target.Distance(GameObjects.Player) < target.GetRealAutoAttackRange()); }
/// <summary> /// Determines whether the unit is valid. /// </summary> /// <param name="unit"> /// The unit. /// </param> /// <param name="range"> /// The range. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> private static bool IsValidUnit(AttackableUnit unit, float range = 0f) { return(unit.IsValidTarget(range > 0 ? range : unit.GetRealAutoAttackRange())); }
/// <summary> /// Returns possible minions based on settings. /// </summary> /// <param name="mode"> /// The requested mode /// </param> /// <returns> /// The <see cref="List{Obj_AI_Minion}" />. /// </returns> /// <summary> /// Determines whether the unit is valid. /// </summary> /// <param name="unit"> /// The unit. /// </param> /// <param name="range"> /// The range. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> private bool IsValidUnit(AttackableUnit unit, float range = 0f) { var minion = unit as Obj_AI_Minion; return unit.IsValidTarget(range > 0 ? range : unit.GetRealAutoAttackRange()) && (minion == null || minion.IsHPBarRendered); }
/// <summary> /// Returns true if the target is in auto-attack range. /// </summary> /// <param name="target"> /// The target. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> public static bool InAutoAttackRange(this AttackableUnit target) { return(target.IsValidTarget(target.GetRealAutoAttackRange())); }
/// <summary> /// Determines whether the unit is valid. /// </summary> /// <param name="unit"> /// The unit. /// </param> /// <param name="range"> /// The range. /// </param> /// <returns> /// The <see cref="bool" />. /// </returns> private static bool IsValidUnit(AttackableUnit unit, float range = 0f) { return unit.LSIsValidTarget(range > 0 ? range : unit.GetRealAutoAttackRange()); }