コード例 #1
0
ファイル: EvictionPolicy.cs プロジェクト: nonomal/NCache
        public object Clone()
        {
            EvictionPolicy policy = new EvictionPolicy();

            policy.DefaultPriority = DefaultPriority != null ? (string)DefaultPriority.Clone(): null;
            policy.EvictionRatio   = EvictionRatio;
            return(policy);
        }
コード例 #2
0
        /// <summary>
        /// Clona os dados da instancia.
        /// </summary>
        /// <returns></returns>
        public object Clone()
        {
            EvictionPolicy policy = new EvictionPolicy();

            policy.Enabled         = Enabled;
            policy.DefaultPriority = (DefaultPriority != null) ? ((string)DefaultPriority.Clone()) : null;
            policy.EvictionRatio   = EvictionRatio;
            policy.Policy          = Policy;
            return(policy);
        }
コード例 #3
0
        private void DefaultTogglerOnValueChanged(object sender, OnValueChangeEventArgs args)
        {
            var changer = defaultPriority.GetValue <PriorityChanger>();

            DefaultPriority.Clear();

            foreach (var item in
                     changer.Dictionary.OrderByDescending(x => x.Value)
                     .Select(x => x.Key)
                     .Where(x => args.GetNewValue <AbilityToggler>().IsEnabled(x)))
            {
                switch (item)
                {
                case "item_sheepstick":
                    DefaultPriority.Add(EvadePriority.Disable);
                    break;

                case "item_cyclone":
                    DefaultPriority.Add(EvadePriority.Counter);
                    break;

                case "item_blink":
                    DefaultPriority.Add(EvadePriority.Blink);
                    break;

                case "centaur_stampede":
                    DefaultPriority.Add(EvadePriority.Walk);
                    break;
                }
            }

            Debugger.Write("Priority changed: ");
            for (var i = 0; i < DefaultPriority.Count; i++)
            {
                Debugger.Write(DefaultPriority.ElementAt(i).ToString(), showType: false);

                if (DefaultPriority.Count - 1 > i)
                {
                    Debugger.Write(" => ", showType: false);
                }
            }

            Debugger.WriteLine(showType: false);
        }
コード例 #4
0
ファイル: SettingsMenu.cs プロジェクト: senzdota/Ensage
        public SettingsMenu(Menu rootMenu)
        {
            var menu = new Menu("Settings", "settings");

            defaultPriority = new MenuItem("defaultPriorityFix", "Default priority").SetValue(
                new PriorityChanger(
                    new List <string>
            {
                "item_sheepstick",
                "item_cyclone",
                "item_blink",
                "centaur_stampede"
            },
                    "defaultPriorityChangerFix"));
            menu.AddItem(defaultPriority);
            defaultPriority.ValueChanged += DefaultPriorityOnValueChanged;

            defaultToggler = new MenuItem("defaultTogglerFix", "Enabled priority").SetValue(
                new AbilityToggler(
                    new Dictionary <string, bool>
            {
                { "item_sheepstick", false },
                { "item_cyclone", true },
                { "item_blink", true },
                { "centaur_stampede", true }
            }));
            menu.AddItem(defaultToggler);
            defaultToggler.ValueChanged += DefaultTogglerOnValueChanged;

            var modifierAllyCounter = new MenuItem("modifierAllyCounter", "Modifier ally counter").SetValue(true)
                                      .SetTooltip("Will use abilities (shields, heals...) on allies");

            menu.AddItem(modifierAllyCounter);
            modifierAllyCounter.ValueChanged += (sender, args) => ModifierAllyCounter = args.GetNewValue <bool>();
            ModifierAllyCounter = modifierAllyCounter.IsActive();

            var modifierEnemyCounter = new MenuItem("modifierEnemyCounter", "Modifier enemy counter").SetValue(true)
                                       .SetTooltip("Will use abilities (euls, purges, stuns...) on enemies");

            menu.AddItem(modifierEnemyCounter);
            modifierEnemyCounter.ValueChanged += (sender, args) => ModifierEnemyCounter = args.GetNewValue <bool>();
            ModifierEnemyCounter = modifierEnemyCounter.IsActive();

            var pathfinderEffect = new MenuItem("pathfinderEffect", "Pathfinder effect").SetValue(true)
                                   .SetTooltip("Show particle effect when your hero is controlled by pathfinder");

            menu.AddItem(pathfinderEffect);
            pathfinderEffect.ValueChanged += (sender, args) => PathfinderEffect = args.GetNewValue <bool>();
            PathfinderEffect = pathfinderEffect.IsActive();

            var blockAbilityUsage = new MenuItem("blockPlayerAbilities", "Block ability usage").SetValue(true)
                                    .SetTooltip("Abilities will be blocked while evading");

            menu.AddItem(blockAbilityUsage);
            blockAbilityUsage.ValueChanged += (sender, args) => BlockAbilityUsage = args.GetNewValue <bool>();
            BlockAbilityUsage = blockAbilityUsage.IsActive();

            var blockPlayerInout = new MenuItem("blockPlayerInput", "Block player input").SetValue(true)
                                   .SetTooltip("Block actions from player when evading");

            menu.AddItem(blockPlayerInout);
            blockPlayerInout.ValueChanged += (sender, args) => BlockPlayerInput = args.GetNewValue <bool>();
            BlockPlayerInput = blockPlayerInout.IsActive();

            var blockAssemblyInout = new MenuItem("blockAssemblyInput", "Block script input").SetValue(true)
                                     .SetTooltip("Block actions from other assemblies when evading");

            menu.AddItem(blockAssemblyInout);
            blockAssemblyInout.ValueChanged += (sender, args) => BlockAssemblyInput = args.GetNewValue <bool>();
            BlockAssemblyInput = blockAssemblyInout.IsActive();

            var invisIgnore = new MenuItem("invisIgnore", "Ignore counter if invisible").SetValue(false)
                              .SetTooltip("Don't counter enemy abilities if your hero is invisible");

            menu.AddItem(invisIgnore);
            invisIgnore.ValueChanged += (sender, args) => InvisIgnore = args.GetNewValue <bool>();
            InvisIgnore = invisIgnore.IsActive();

            var cancelAnimation = new MenuItem("cancelAnimation", "Cancel animation").SetValue(true)
                                  .SetTooltip("Cancel cast animation to evade stun ability");

            menu.AddItem(cancelAnimation);
            cancelAnimation.ValueChanged += (sender, args) => CancelAnimation = args.GetNewValue <bool>();
            CancelAnimation = cancelAnimation.IsActive();

            var changer = defaultPriority.GetValue <PriorityChanger>();

            foreach (var priority in changer.Dictionary.OrderByDescending(x => x.Value)
                     .Select(x => x.Key)
                     .Where(x => defaultToggler.GetValue <AbilityToggler>().IsEnabled(x)))
            {
                switch (priority)
                {
                case "item_sheepstick":
                    DefaultPriority.Add(EvadePriority.Disable);
                    break;

                case "item_cyclone":
                    DefaultPriority.Add(EvadePriority.Counter);
                    break;

                case "item_blink":
                    DefaultPriority.Add(EvadePriority.Blink);
                    break;

                case "centaur_stampede":
                    DefaultPriority.Add(EvadePriority.Walk);
                    break;
                }
            }

            //menu.AddItem(mouseEmulation = new MenuItem("mouseEmulation", "Mouse emulation").SetValue(false))
            //    .ValueChanged += (sender, args) =>
            //        {
            //            MouseEmulation = args.GetNewValue<bool>();
            //        };
            // MouseEmulation = mouseEmulation.IsActive();

            rootMenu.AddSubMenu(menu);
        }