/// <summary> /// Returns the number of enemy turrets within a given range. /// </summary> public static int CountEnemyTurretsInRange(this Obj_AI_Base source, float range) { List <Obj_AI_Base> list = ObjectManager.Get <Obj_AI_Base>() .Where(a => !a.IsDead && a.IsEnemy && a.Type == GameObjectType.obj_AI_Turret).ToList(); return(source.CountUnitsInRange(list, range)); }
/// <summary> /// Returns the amount of champions in a desired range. /// </summary> public static float CountChampionsInRange(this Obj_AI_Base sender, float range) { if (sender.IsNull()) { throw new ArgumentNullException("sender"); } return(sender.CountUnitsInRange(EntityManager.Heroes.AllHeroes.ToObj_AI_BaseList(), range)); }
/// <summary> /// Returns the amount of minions in a desired range. /// </summary> public static float CountMinionsInRange(this Obj_AI_Base sender, float range) { if (sender.IsNull()) { throw new ArgumentNullException("sender"); } return(sender.CountUnitsInRange(EntityManager.MinionsAndMonsters.Minions.ToObj_AI_BaseList(), range)); }
/// <summary> /// Returns the amount of enemy turret structures in a desired range. /// </summary> public static float CountEnemyTurretsInRange(this Obj_AI_Base sender, float range) { if (sender.IsNull()) { throw new ArgumentNullException("sender"); } return(sender.CountUnitsInRange(EntityManager.Turrets.Enemies.ToObj_AI_BaseList(), range)); }