static void SpawnCircleSkillShot(Vector2 start, Vector2 end) { SkillshotDetector.TriggerOnDetectSkillshot( DetectionType.ProcessSpell, SpellDatabase.GetByName("TestCircleSkillShot"), Utils.TickCount, start, end, end, ObjectManager.Player); Core.DelayAction(() => SpawnCircleSkillShot(start, end), 5000); }
static void SpawnCircleSkillShot(Vector2 start, Vector2 end) { SkillshotDetector.TriggerOnDetectSkillshot( DetectionType.ProcessSpell, SpellDatabase.GetByName("TestCircleSkillShot"), Utils.TickCount, start, end, end, ObjectManager.Player); LeagueSharp.Common.Utility.DelayAction.Add(5000, () => SpawnCircleSkillShot(start, end)); }
public IncomingDamage() { Obj_AI_Base.OnProcessSpellCast += Game_ProcessSpell; Game.OnUpdate += Game_OnGameUpdate; // from H3h3 SpellDetector Lib SkillshotDetector.Init(); foreach (var ally in ObjectManager.Get <Obj_AI_Hero>().Where(h => h.IsAlly)) { IncomingDamagesAlly.Add(new IncData(ally)); } foreach (var Enemy in ObjectManager.Get <Obj_AI_Hero>().Where(h => h.IsEnemy)) { IncomingDamagesEnemy.Add(new IncData(Enemy)); } enabled = true; }
public Main() { Chat.Print("MoonyDiana loaded!"); config.InitMenu(); var skillshotDetector = new SkillshotDetector(DetectionTeam.EnemyTeam); evadePlus = new EvadePlus.EvadePlus(skillshotDetector); me = ObjectManager.Player; Game.OnUpdate += GameOnUpdate; Drawing.OnDraw += DrawingOnDraw; Gapcloser.OnGapcloser += GapcloserOnOnGapcloser; Interrupter.OnInterruptableSpell += InterrupterOnOnInterruptableSpell; Player.OnSpellCast += PlayerOnOnSpellCast; Player.OnProcessSpellCast += PlayerOnOnProcessSpellCast; }
static void SpawnCircleSkillShot(Vector2 start, Vector2 end) { SkillshotDetector.TriggerOnDetectSkillshot(DetectionType.ProcessSpell, Common.Evade.SpellDatabase.GetByName("TestCircleSkillShot"), Utils.TickCount, start, end, end, GameObjects.Player); DelayAction.Add(5000, () => SpawnCircleSkillShot(start, end)); }