/// <summary> /// Adds new layers to the overlay of the passed EffectFrame. /// </summary> public virtual void UpdateOverlayLights(EffectFrame frame) { var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state))); Application.UpdateEffectScripts(overlayLayers); frame.AddOverlayLayers(overlayLayers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } layers.Enqueue(new EffectLayer("Color Zones").DrawColorZones((this.Application.Profile as DesktopProfile).lighting_areas.ToArray())); //Scripts before interactive and shortcut assistant layers //ProfilesManager.DesktopProfile.UpdateEffectScripts(layers); if (Global.Configuration.time_based_dimming_enabled) { if ( Utils.Time.IsCurrentTimeBetween(Global.Configuration.time_based_dimming_start_hour, Global.Configuration.time_based_dimming_end_hour) ) { layers.Clear(); EffectLayer time_based_dim_layer = new EffectLayer("Time Based Dim"); time_based_dim_layer.Fill(Color.Black); layers.Enqueue(time_based_dim_layer); } } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); GenericApplicationProfile settings = (GenericApplicationProfile)this.Application.Profile; ObservableCollection <Layer> timeLayers = settings.Layers; //Scripts //this.Application.UpdateEffectScripts(layers); if ((Global.Configuration.NighttimeEnabled && Utils.Time.IsCurrentTimeBetween(Global.Configuration.NighttimeStartHour, Global.Configuration.NighttimeStartMinute, Global.Configuration.NighttimeEndHour, Global.Configuration.NighttimeEndMinute)) || settings._simulateNighttime ) { timeLayers = settings.Layers_NightTime; } foreach (var layer in timeLayers.Reverse().ToArray()) { if (layer.Enabled) { layers.Enqueue(layer.Render(_game_state)); } } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame, GameState new_game_state) { if (new_game_state is GameState_PD2) { _game_state = new_game_state; GameState_PD2 gs = (new_game_state as GameState_PD2); try { SetPlayerState(gs.Players.LocalPlayer.State); SetHealth(gs.Players.LocalPlayer.Health.Current); SetHealthMax(gs.Players.LocalPlayer.Health.Max); SetArmor(gs.Players.LocalPlayer.Armor.Current); SetArmorMax(gs.Players.LocalPlayer.Armor.Max); SetClip(gs.Players.LocalPlayer.Weapons.SelectedWeapon.Current_Clip); SetClipMax(gs.Players.LocalPlayer.Weapons.SelectedWeapon.Max_Clip); SetSuspicion(gs.Players.LocalPlayer.SuspicionAmount); SetLevelPhase(gs.Level.Phase); SetDownTime(gs.Players.LocalPlayer.DownTime); SetSwanSong(gs.Players.LocalPlayer.IsSwanSong); SetFlashbangAmount(gs.Players.LocalPlayer.FlashAmount); SetNoReturnTimeleft(gs.Level.NoReturnTime); SetGameState(gs.Game.State); UpdateLights(frame); } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(gs.ToString(), Logging_Level.None); } } }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); GenericApplicationSettings settings = (GenericApplicationSettings)this.Profile.Settings; ObservableCollection <Layer> timeLayers = settings.Layers; //Scripts this.Profile.UpdateEffectScripts(layers); if (HasProfile()) { if ((Global.Configuration.nighttime_enabled && Utils.Time.IsCurrentTimeBetween(Global.Configuration.nighttime_start_hour, Global.Configuration.nighttime_start_minute, Global.Configuration.nighttime_end_hour, Global.Configuration.nighttime_end_minute)) || settings._simulateNighttime ) { timeLayers = settings.Layers_NightTime; } } foreach (var layer in timeLayers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); DishonoredProfile settings = (DishonoredProfile)this.Application.Profile; Process[] process_search = Process.GetProcessesByName("Dishonored"); if (process_search.Length != 0) { using (MemoryReader memread = new MemoryReader(process_search[0])) { (_game_state as GameState_Dishonored).Player.MaximumHealth = memread.ReadInt(pointers.MaximumHealth.baseAddress, pointers.MaximumHealth.pointers); (_game_state as GameState_Dishonored).Player.CurrentHealth = memread.ReadInt(pointers.CurrentHealth.baseAddress, pointers.CurrentHealth.pointers); (_game_state as GameState_Dishonored).Player.MaximumMana = memread.ReadInt(pointers.MaximumMana.baseAddress, pointers.MaximumMana.pointers); (_game_state as GameState_Dishonored).Player.CurrentMana = memread.ReadInt(pointers.CurrentMana.baseAddress, pointers.CurrentMana.pointers); (_game_state as GameState_Dishonored).Player.ManaPots = memread.ReadInt(pointers.ManaPots.baseAddress, pointers.ManaPots.pointers); (_game_state as GameState_Dishonored).Player.HealthPots = memread.ReadInt(pointers.HealthPots.baseAddress, pointers.HealthPots.pointers); } } foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Application.UpdateEffectScripts(layers); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); Borderlands2Profile settings = (Borderlands2Profile)this.Application.Profile; Process[] process_search = Process.GetProcessesByName("Borderlands2"); if (process_search.Length != 0) { using (MemoryReader memread = new MemoryReader(process_search[0])) { (_game_state as GameState_Borderlands2).Player.MaximumHealth = memread.ReadFloat(pointers.Health_maximum.baseAddress, pointers.Health_maximum.pointers); (_game_state as GameState_Borderlands2).Player.CurrentHealth = memread.ReadFloat(pointers.Health_current.baseAddress, pointers.Health_current.pointers); (_game_state as GameState_Borderlands2).Player.MaximumShield = memread.ReadFloat(pointers.Shield_maximum.baseAddress, pointers.Shield_maximum.pointers); (_game_state as GameState_Borderlands2).Player.CurrentShield = memread.ReadFloat(pointers.Shield_current.baseAddress, pointers.Shield_current.pointers); } } foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Application.UpdateEffectScripts(layers); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); TERSettings settings = (TERSettings)this.Profile.Settings; foreach (var layer in settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); //ColorZones layers.Enqueue(new EffectLayer("TER - Color Zones").DrawColorZones((this.Profile.Settings as TERSettings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); System.Diagnostics.Debug.WriteLine("\n======================================="); System.Diagnostics.Debug.WriteLine("UpdateLights() - 1"); System.Diagnostics.Debug.WriteLine("=======================================\n"); }
public override sealed void UpdateLights(EffectFrame frame) { UpdateWrapperLights(frame); Queue <EffectLayer> layers = new Queue <EffectLayer>(); if (this.Profile != null) { foreach (var layer in this.Profile.Settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //No need to repeat the code around this everytime this is inherited this.UpdateExtraLights(layers); //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame, GameState new_game_state) { if (new_game_state is GameState_GTA5) { _game_state = new_game_state; GameState_GTA5 newgs = (new_game_state as GameState_GTA5); try { curr_state = newgs.CurrentState; statecol = newgs.StateColor; have_cops = newgs.HasCops; left_siren_color = newgs.LeftSirenColor; right_siren_color = newgs.RightSirenColor; if (have_cops && special_mode != newgs.Command_Data.custom_mode) { siren_keyframe++; } special_mode = newgs.Command_Data.custom_mode; } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(newgs.ToString(), Logging_Level.None); } UpdateLights(frame); } }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); PD2Settings settings = (PD2Settings)this.Profile.Settings; foreach (var layer in settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); //ColorZones layers.Enqueue(new EffectLayer("PD2 - Color Zones").DrawColorZones((this.Profile.Settings as PD2Settings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); System.Diagnostics.Debug.WriteLine("PD2 -- UpdateLights() - 1"); StackTrace stackTrace = new StackTrace(); System.Diagnostics.Debug.WriteLine(stackTrace.GetFrame(1).GetMethod().Name); }
public override void UpdateLights(EffectFrame frame) { //if (Global.Configuration.volume_overlay_settings.enabled) //{ if (defaultDevice == null) { defaultDevice = devEnum.GetDefaultAudioEndpoint(DataFlow.Render, Role.Console); } Queue <EffectLayer> layers = new Queue <EffectLayer>(); if (Global.Configuration.volume_overlay_settings.dim_background) { layers.Enqueue(new EffectLayer("Overlay - Volume Base", Global.Configuration.volume_overlay_settings.dim_color)); } EffectLayer volume_bar = new EffectLayer("Overlay - Volume Bar"); float currentVolume = defaultDevice.AudioEndpointVolume.MasterVolumeLevelScalar; ColorSpectrum volume_spec = new ColorSpectrum(Global.Configuration.volume_overlay_settings.low_color, Global.Configuration.volume_overlay_settings.high_color); volume_spec.SetColorAt(0.75f, Global.Configuration.volume_overlay_settings.med_color); volume_bar.PercentEffect(volume_spec, Global.Configuration.volume_overlay_settings.sequence, currentVolume, 1.0f); layers.Enqueue(volume_bar); frame.AddOverlayLayers(layers.ToArray()); //} }
public virtual void UpdateOverlayLights(EffectFrame frame) { if (Disposed) { return; } Config.Event.UpdateOverlayLights(frame); }
public override void UpdateLights(EffectFrame frame, IGameState new_game_state) { if (new_game_state is GameState_Dota2) { _game_state = new_game_state; UpdateLights(frame); } }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); long time = Utils.Time.GetMillisecondsSinceEpoch(); if (Global.Configuration.skype_overlay_settings.mm_enabled) { if (_missed_messages_count > 0) { EffectLayer skype_missed_messages = new EffectLayer("Overlay - Skype Missed Messages"); ColorSpectrum mm_spec = new ColorSpectrum(Global.Configuration.skype_overlay_settings.mm_color_primary, Global.Configuration.skype_overlay_settings.mm_color_secondary, Global.Configuration.skype_overlay_settings.mm_color_primary); Color color = Color.Orange; if (Global.Configuration.skype_overlay_settings.mm_blink) { color = mm_spec.GetColorAt((time % 2000L) / 2000.0f); } else { color = mm_spec.GetColorAt(0); } skype_missed_messages.Set(Global.Configuration.skype_overlay_settings.mm_sequence, color); layers.Enqueue(skype_missed_messages); } } if (Global.Configuration.skype_overlay_settings.call_enabled) { if (_is_calling) { EffectLayer skype_ringing_call = new EffectLayer("Overlay - Skype Ringing Call"); ColorSpectrum mm_spec = new ColorSpectrum(Global.Configuration.skype_overlay_settings.call_color_primary, Global.Configuration.skype_overlay_settings.call_color_secondary, Global.Configuration.skype_overlay_settings.call_color_primary); Color color = Color.Green; if (Global.Configuration.skype_overlay_settings.call_blink) { color = mm_spec.GetColorAt((time % 2000L) / 2000.0f); } else { color = mm_spec.GetColorAt(0); } skype_ringing_call.Set(Global.Configuration.skype_overlay_settings.call_sequence, color); layers.Enqueue(skype_ringing_call); } } frame.AddOverlayLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); EffectLayer bitmap_layer = new EffectLayer("Overwatch - Bitmap"); Devices.DeviceKeys[] allkeys = Enum.GetValues(typeof(Devices.DeviceKeys)).Cast <Devices.DeviceKeys>().ToArray(); foreach (var key in allkeys) { if (key == Devices.DeviceKeys.LOGO && logo.Length == 4) { int a, r, g, b; b = logo[0]; g = logo[1]; r = logo[2]; a = logo[3]; bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b))); } else if (key == Devices.DeviceKeys.Peripheral && peripheral.Length == 4) { int a, r, g, b; b = peripheral[0]; g = peripheral[1]; r = peripheral[2]; a = peripheral[3]; bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b))); } else { Devices.Logitech.Logitech_keyboardBitmapKeys logi_key = Devices.Logitech.LogitechDevice.ToLogitechBitmap(key); if (logi_key != Devices.Logitech.Logitech_keyboardBitmapKeys.UNKNOWN) { int a, r, g, b; b = bitmap[(int)logi_key]; g = bitmap[(int)logi_key + 1]; r = bitmap[(int)logi_key + 2]; a = bitmap[(int)logi_key + 3]; bitmap_layer.Set(key, GetBoostedColor(Color.FromArgb(a, r, g, b))); } } } layers.Enqueue(bitmap_layer); //Scripts Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state); frame.AddLayers(layers.ToArray()); }
/// <summary> /// Adds new layers to the overlay of the passed EffectFrame. /// </summary> public virtual void UpdateOverlayLights(EffectFrame frame) { try { var overlayLayers = new Queue <EffectLayer>(Application.Profile.OverlayLayers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state))); Application.UpdateEffectScripts(overlayLayers); frame.AddOverlayLayers(overlayLayers.ToArray()); } catch (Exception e) { Global.logger.Error("Error updating overlay layers: " + e); } }
public override void UpdateLights(EffectFrame frame) { UpdateWrapperLights(frame); Queue <EffectLayer> layers = new Queue <EffectLayer>(); //Scripts if (!String.IsNullOrWhiteSpace(profilename)) { Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state); } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); ApplicationProfile settings = this.Application.Profile; foreach (var layer in Application.Profile.Layers.Reverse()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { //Queue<EffectLayer> layers = new Queue<EffectLayer>(); //foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) //{ // if (layer.Enabled && layer.LogicPass) // layers.Enqueue(layer.Render(_game_state)); //} ////Scripts //this.Application.UpdateEffectScripts(layers); //frame.AddLayers(layers.ToArray()); base.UpdateLights(frame); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); if (File.Exists(configFile)) { if (configContent != null && isGameStateDirty) { try { var data = GetUsefulData(configContent); if (data != null)//if this is null, no useful data was found { var player = (_game_state as GameState_Witcher3).Player; player.Toxicity = GetInt(data, "Toxicity"); player.Stamina = GetInt(data, "Stamina"); player.MaximumHealth = GetInt(data, "MaxHealth"); player.CurrentHealth = GetInt(data, "CurrHealth"); if (Enum.TryParse(data.FirstOrDefault(d => d.Contains("ActiveSign")).Split('=').Last().Replace("ST_", ""), out WitcherSign sign)) { ; } player.ActiveSign = sign; //tries to parse the sign text into the enum isGameStateDirty = false; } } catch { } } } foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) { if (layer.Enabled) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Application.UpdateEffectScripts(layers); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { //Update wrapper lighting UpdateWrapperLights(frame); Queue <EffectLayer> layers = new Queue <EffectLayer>(); //ColorZones EffectLayer cz_layer = new EffectLayer("BF3 - Color Zones"); cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as BF3Settings).lighting_areas.ToArray()); layers.Enqueue(cz_layer); //Scripts Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame, IGameState new_game_state) { if (new_game_state is GameState_PD2) { _game_state = new_game_state; GameState_PD2 gs = (new_game_state as GameState_PD2); try { UpdateLights(frame); } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(gs.ToString(), Logging_Level.None); } } }
public override void UpdateLights(EffectFrame frame, GameState new_state) { if (new_state is State_SkypeOverlay) { State_SkypeOverlay state = (new_state as State_SkypeOverlay); try { SetMissedMessagesCount(state.Data.MissedMessagesCount); SetIsCalling(state.Data.IsCalled); } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(state.ToString(), Logging_Level.None); } } }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); RocketLeagueProfile settings = (RocketLeagueProfile)this.Application.Profile; Process[] process_search = Process.GetProcessesByName("RocketLeague"); if (process_search.Length != 0) { using (MemoryReader memread = new MemoryReader(process_search[0])) { PlayerTeam parsed_team = PlayerTeam.Undefined; if (Enum.TryParse <PlayerTeam>(memread.ReadInt(pointers.Team.baseAddress, pointers.Team.pointers).ToString(), out parsed_team)) { (_game_state as GameState_RocketLeague).Player.Team = parsed_team; } // Goal explosion preperation (_game_state as GameState_RocketLeague).Match.YourTeam_LastScore = parsed_team == PlayerTeam.Blue ? (_game_state as GameState_RocketLeague).Match.BlueTeam_Score : (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score; (_game_state as GameState_RocketLeague).Match.EnemyTeam_LastScore = parsed_team == PlayerTeam.Orange ? (_game_state as GameState_RocketLeague).Match.BlueTeam_Score : (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score; (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score = memread.ReadInt(pointers.Orange_score.baseAddress, pointers.Orange_score.pointers); (_game_state as GameState_RocketLeague).Match.BlueTeam_Score = memread.ReadInt(pointers.Blue_score.baseAddress, pointers.Blue_score.pointers); (_game_state as GameState_RocketLeague).Player.BoostAmount = memread.ReadInt(pointers.Boost_amount.baseAddress, pointers.Boost_amount.pointers); } } foreach (var layer in this.Application.Profile.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Application.UpdateEffectScripts(layers); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { //Update wrapper lighting UpdateWrapperLights(frame); Queue <EffectLayer> layers = new Queue <EffectLayer>(); //ColorZones if (!((Global.Configuration.ApplicationProfiles[profilename].Settings as LoLSettings).disable_cz_on_dark && last_fill_color.Equals(Color.Black))) { EffectLayer cz_layer = new EffectLayer("League - Color Zones"); cz_layer.DrawColorZones((Global.Configuration.ApplicationProfiles[profilename].Settings as LoLSettings).lighting_areas.ToArray()); layers.Enqueue(cz_layer); } //Scripts Global.Configuration.ApplicationProfiles[profilename].UpdateEffectScripts(layers, _game_state); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame, IGameState new_game_state) { if (new_game_state is GameState_TER) { _game_state = new_game_state; GameState_TER gs = (new_game_state as GameState_TER); try { UpdateLights(frame); } catch (Exception e) { Global.logger.LogLine("Exception during OnNewGameState. Error: " + e, Logging_Level.Error); Global.logger.LogLine(gs.ToString(), Logging_Level.None); } } System.Diagnostics.Debug.WriteLine("\n======================================="); System.Diagnostics.Debug.WriteLine("UpdateLights() - 2"); System.Diagnostics.Debug.WriteLine("=======================================\n"); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); Dota2Settings settings = (Dota2Settings)this.Profile.Settings; foreach (var layer in settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers, _game_state); //ColorZones layers.Enqueue(new EffectLayer("Dota 2 - Color Zones").DrawColorZones((this.Profile.Settings as Dota2Settings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { Queue <EffectLayer> layers = new Queue <EffectLayer>(); RocketLeagueSettings settings = (RocketLeagueSettings)this.Profile.Settings; Process[] process_search = Process.GetProcessesByName("RocketLeague"); if (process_search.Length != 0) { using (MemoryReader memread = new MemoryReader(process_search[0])) { PlayerTeam parsed_team = PlayerTeam.Undefined; if (Enum.TryParse <PlayerTeam>(memread.ReadInt(pointers.Team.baseAddress, pointers.Team.pointers).ToString(), out parsed_team)) { (_game_state as GameState_RocketLeague).Player.Team = parsed_team; } (_game_state as GameState_RocketLeague).Match.OrangeTeam_Score = memread.ReadInt(pointers.Orange_score.baseAddress, pointers.Orange_score.pointers); (_game_state as GameState_RocketLeague).Match.BlueTeam_Score = memread.ReadInt(pointers.Blue_score.baseAddress, pointers.Blue_score.pointers); (_game_state as GameState_RocketLeague).Player.BoostAmount = memread.ReadFloat(pointers.Boost_amount.baseAddress, pointers.Boost_amount.pointers); } } foreach (var layer in this.Profile.Settings.Layers.Reverse().ToArray()) { if (layer.Enabled && layer.LogicPass) { layers.Enqueue(layer.Render(_game_state)); } } //Scripts this.Profile.UpdateEffectScripts(layers); //ColorZones layers.Enqueue(new EffectLayer("Rocket League - Color Zones").DrawColorZones((this.Profile.Settings as RocketLeagueSettings).lighting_areas.ToArray())); frame.AddLayers(layers.ToArray()); }
public override void UpdateLights(EffectFrame frame) { var layers = new Queue <EffectLayer>(Application.Profile.Layers.Where(l => l.Enabled).Reverse().Select(l => l.Render(_game_state))); //Scripts before interactive and shortcut assistant layers //ProfilesManager.DesktopProfile.UpdateEffectScripts(layers); if (Global.Configuration.TimeBasedDimmingEnabled) { if (Utils.Time.IsCurrentTimeBetween(Global.Configuration.TimeBasedDimmingStartHour, Global.Configuration.TimeBasedDimmingEndHour)) { layers.Clear(); EffectLayer time_based_dim_layer = new EffectLayer("Time Based Dim"); time_based_dim_layer.Fill(Color.Black); layers.Enqueue(time_based_dim_layer); } } frame.AddLayers(layers.ToArray()); }