コード例 #1
0
ファイル: Evade.cs プロジェクト: hotbunga/BattlerightAddons
        private static void DodgeWithWalk(TrackedDash dash)
        {
            LocalPlayer.BlockAllInput = true;
            var dir = dash.ClosestPoint.Extend(LocalPlayer.Instance.Pos(), 10).Normalized;

            LocalPlayer.Move(dir);
        }
コード例 #2
0
ファイル: Evade.cs プロジェクト: hotbunga/BattlerightAddons
        private static void DodgeWithAbilities(TrackedDash dash)
        {
            var timeToImpact = dash.EstimatedImpact - Time.time;

            if (PlayerIsSafe(timeToImpact))
            {
                return;
            }
            foreach (var ability in AbilityDatabase.GetDodge(LocalPlayer.Instance.CharName).OrderBy(a => a.Priority))
            {
                if (!ability.UseInEvade || timeToImpact > ability.CastTime + 0.25f || timeToImpact < ability.CastTime + 0.05f)
                {
                    continue;
                }
                if (ability.ShouldUse() && ability.IsReady() && ability.GetDanger() <= dash.Data.GetDanger() &&
                    (dash.Data.CanCounter || ability.AbilityType != DodgeAbilityType.Counter) &&
                    (dash.Data.CanCounter || ability.AbilityType != DodgeAbilityType.Shield) &&
                    (ability.AbilityType != DodgeAbilityType.KnockAway || dash.DashObject.GameObject.ObjectName == "Rush"))
                {
                    if (ability.NeedsSelfCast)
                    {
                        LocalPlayer.PressAbility(ability.AbilitySlot, true);
                    }
                    else
                    {
                        LocalPlayer.PressAbility(ability.AbilitySlot, true);
                    }

                    return;
                }
            }
        }
コード例 #3
0
ファイル: Evade.cs プロジェクト: hotbunga/BattlerightAddons
        private static bool CanDodge(TrackedDash dash)
        {
            var timeToDodge = (dash.Data.Radius + LocalPlayer.Instance.MapCollision.MapCollisionRadius -
                               LocalPlayer.Instance.Distance(dash.ClosestPoint)) / 3.4f;

            return(dash.EstimatedImpact - Time.time < timeToDodge);
        }