public void Circle(Vector3 center, float radius, Color color, bool filled = false, int alpha = 255) { Radar3D.DrawCircle(center, radius, color, filled, alpha); }
public void Circle(float x1, float y1, float z1, float radius, Color color, bool filled = false, int alpha = 255) { var center = new Vector3(x1, y1, z1); Radar3D.DrawCircle(center, radius, color, filled, alpha); }
public static void Initialize() { Main.Log("Initialized"); _petPulseThread.DoWork += PetThread; _petPulseThread.RunWorkerAsync(); ZEBMHunterSettings.Load(); _settings = ZEBMHunterSettings.CurrentSetting; Talents.InitTalents(_settings.AssignTalents, _settings.UseDefaultTalents, _settings.TalentCodes); // Set Steady Shot delay if (_settings.RangedWeaponSpeed > 2000) { _steadyShotSleep = _settings.RangedWeaponSpeed - 1600; } else { _steadyShotSleep = 500; } Main.LogDebug("Steady Shot delay set to : " + _steadyShotSleep.ToString() + "ms"); FightEvents.OnFightStart += (WoWUnit unit, CancelEventArgs cancelable) => { if (ObjectManager.Target.GetDistance >= 13f && !AutoShot.IsSpellUsable && !_isBackingUp) { _canOnlyMelee = true; } else { _canOnlyMelee = false; } }; FightEvents.OnFightEnd += (ulong guid) => { _isBackingUp = false; _backupAttempts = 0; _autoshotRepeating = false; _canOnlyMelee = false; }; Radar3D.OnDrawEvent += () => { if (ObjectManager.Me.TargetObject != null) { Radar3D.DrawCircle(ToolBox.BackofVector3(Me.Position, Me, 20f), 1f, Color.Cyan); } }; FightEvents.OnFightLoop += (WoWUnit unit, CancelEventArgs cancelable) => { if (ObjectManager.Target.GetDistance < 13f && ObjectManager.Target.IsTargetingMyPet && _backupAttempts < _settings.MaxBackupAttempts && !MovementManager.InMovement && Me.IsAlive && !ObjectManager.Pet.HaveBuff("Pacifying Dust") && !_canOnlyMelee && !ObjectManager.Pet.IsStunned && !_isBackingUp && !Me.IsCast && _settings.BackupFromMelee) { _isBackingUp = true; var pos = 1; if (ObjectManager.Me.IsAlive && ObjectManager.Target.IsAlive && pos == 1) { Vector3 position = ToolBox.BackofVector3(Me.Position, Me, 20f); MovementManager.Go(PathFinder.FindPath(position), false); while (MovementManager.InMovement && Conditions.InGameAndConnectedAndAliveAndProductStartedNotInPause && ObjectManager.Target.GetDistance < 13f && _backupAttempts < _settings.MaxBackupAttempts && !_canOnlyMelee) { // Wait follow path Thread.Sleep(2000); pos = 0; _backupAttempts++; } } ReenableAutoshot(); Main.LogDebug("Backup attempt : " + _backupAttempts); _isBackingUp = false; if (_backupAttempts >= _settings.MaxBackupAttempts) { _canOnlyMelee = true; } } }; Rotation(); }