public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).Normalized(); Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; case SkillShotType.SkillshotArc: Arc = new Geometry.Arc(start, end, Config.SkillShotsExtraRadius + (int)ObjectManager.Player.BoundingRadius); break; } UpdatePolygon(); //Create the polygon. }
public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; MissilePosition = start; Direction = (end - start).Normalized(); Unit = unit; //Create the spatial object for each type of skillshot. switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Circle(CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Sector( start, CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius); break; } UpdatePolygon(); //Create the polygon. }
public void Game_OnGameUpdate() { //Even if it doesnt consume a lot of resources with 20 updatest second works k if (SpellData.CollisionObjects.Count() > 0 && SpellData.CollisionObjects != null && Utils.TickCount - _lastCollisionCalc > 50 && Config.Menu.Item("EnableCollision").GetValue <bool>()) { _lastCollisionCalc = Utils.TickCount; _collisionEnd = Collision.GetCollisionPoint(this); } //Update the missile position each time the game updates. if (SpellData.Type == SkillShotType.SkillshotMissileLine) { Rectangle = new Geometry.Rectangle(GetMissilePosition(0), CollisionEnd, SpellData.Radius); UpdatePolygon(); } //Spells that update to the unit position. if (SpellData.MissileFollowsUnit) { if (Unit.IsVisible) { End = Unit.ServerPosition.To2D(); Direction = (End - Start).Normalized(); if (SpellData.ExtraRange != -1) { End = End + Math.Min(SpellData.ExtraRange, SpellData.Range - End.Distance(Start)) * Direction; } UpdatePolygon(); } } if (SpellData.SpellName == "TaricE") { Start = Unit.Position.To2D(); End = Start + Direction * this.SpellData.Range; Rectangle = new Geometry.Rectangle(Start, End, SpellData.Radius); UpdatePolygon(); } if (SpellData.SpellName == "LucianRMis" && Unit.HasBuff("LucianR")) { Start = Unit.Position.To2D(); End = Start + Direction * this.SpellData.Range; Rectangle = new Geometry.Rectangle(Start, End, SpellData.Radius); UpdatePolygon(); } if (SpellData.SpellName == "XayahR" && Unit.HasBuff("XayahR")) { Start = Unit.Position.To2D(); End = Start + Direction * this.SpellData.Range; Sector = new Geometry.Sector(Start, Direction, SpellData.Radius, SpellData.Range); UpdatePolygon(); } if (SpellData.SpellName == "SionR") { if (_helperTick == 0) { _helperTick = StartTick; } SpellData.MissileSpeed = (int)Unit.MoveSpeed; if (Unit.IsValidTarget(float.MaxValue, false)) { if (!Unit.HasBuff("SionR") && Utils.TickCount - _helperTick > 600) { StartTick = 0; } else { StartTick = Utils.TickCount - SpellData.Delay; Start = Unit.ServerPosition.To2D(); End = Unit.ServerPosition.To2D() + 1000 * Unit.Direction.To2D().Perpendicular().Rotated(Utils.ToRadians(-90)); Direction = (End - Start).Normalized(); UpdatePolygon(); } } else { StartTick = 0; } } if (SpellData.FollowCaster) { Circle.Center = Unit.ServerPosition.To2D(); UpdatePolygon(); } }