public override void Update() { var mon = NewPlayerManager.GetMonsters(); foreach (var m in mon) { if (m.BloodBarCom != null) { m.BloodBarCom.ShowBloodBar(); } } //foreach (var m in NewPlayerManager.MonsterLst) if (m.BloodBarCom != null) m.BloodBarCom.ShowBloodBar(); }
// thx https://github.com/pentium1131/GunfireReborn-aimbot public override void Update() { if (Input.GetKeyDown(KeyCode.X)) { Toggled = !Toggled; } if (Toggled) { return; } var monsters = NewPlayerManager.GetMonsters(); if (monsters != null) { Transform closestMonster = null; var closestMonsterDist = 99999f; foreach (var monster in monsters) { if (monster == null) { continue; } var bodyPartCom = monster.BodyPartCom; if (bodyPartCom == null) { continue; } var monsterTransform = bodyPartCom.GetWeakTrans(true); if (monsterTransform == null) { continue; } var vec = CameraManager.MainCameraCom.WorldToViewportPoint(monsterTransform.position); if (true) { if (vec.z <= 0) { continue; } vec.y = 0; vec.x = 0.5f - vec.x; vec.x = Screen.width * vec.x; vec.z = 0f; if (vec.magnitude > 150f) { continue; } } vec = monsterTransform.position - CameraManager.MainCamera.position; var ray = new Ray(CameraManager.MainCamera.position, vec); var hits = Physics.RaycastAll(ray, vec.magnitude); var visible = true; foreach (var hit in hits) { if (hit.collider.gameObject.layer == 0 || hit.collider.gameObject.layer == 30 || hit.collider.gameObject.layer == 31) //&& hit.collider.name.Contains("_") { visible = false; break; } } if (visible) { if (vec.magnitude < closestMonsterDist) { closestMonsterDist = vec.magnitude; closestMonster = monsterTransform; } } } if (closestMonster != null) { var offset = closestMonster.position; offset += new Vector3(0, 0.2f); var screenAim = CameraManager.MainCameraCom.WorldToScreenPoint(offset); var aimTarget = new Vector2(screenAim.x, Screen.height - screenAim.y); if (aimTarget != Vector2.zero) { var x = aimTarget.x - Screen.width / 2.0f; var y = aimTarget.y - Screen.height / 2.0f; x /= 2.5f; y /= 2.5f; mouse_event(0x0001, (int)x, (int)y, 0, 0); } } } }
public override void OnUpdate() // Runs once per frame. { try { if (HeroCameraManager.HeroObj != null && HeroCameraManager.HeroObj.BulletPreFormCom != null && HeroCameraManager.HeroObj.BulletPreFormCom.weapondict != null) { foreach (KeyValuePair <int, WeaponPerformanceObj> Weapon in HeroCameraManager.HeroObj.BulletPreFormCom.weapondict) { if (!limitangle) { Weapon.value.ModifyBulletInMagzine(100, 100);//无限子弹,不用换弹 if (Weapon.value.WeaponAttr.Radius != 500f) { Weapon.value.WeaponAttr.Radius = 500f;//爆炸范围 } } if (imreload) { Weapon.value.ReloadBulletImmediately(); //消耗子弹,光速换弹 } if (Weapon.value.WeaponAttr.Accuracy != 10000) { Weapon.value.WeaponAttr.Accuracy = 10000;//子弹不扩散 } if (Weapon.value.WeaponAttr.AttDis != 500f) { Weapon.value.WeaponAttr.AttDis = 500f;//射程 } //Weapon.value.WeaponAttr.Pierce = 99; //穿透力,改了好像无效果? if (Weapon.value.WeaponAttr.BulletSpeed >= 50f && Weapon.value.WeaponAttr.BulletSpeed != 55f)//弹道速度,某些武器改了会打不到怪 { if (Weapon.value.WeaponAttr.BulletSpeed != 500f) { Weapon.value.WeaponAttr.BulletSpeed = 500f; } } else if (Weapon.value.WeaponAttr.BulletSpeed == 30f) { if (Weapon.value.WeaponAttr.BulletSpeed != 500f) { Weapon.value.WeaponAttr.BulletSpeed = 500f; } } if (Weapon.value.WeaponAttr.Stability != 10000) { Weapon.value.WeaponAttr.Stability = 10000;//后坐力 } if (Weapon.value.WeaponAttr.Radius > 0f) { if (Weapon.value.WeaponAttr.Radius < 9f) { Weapon.value.WeaponAttr.Radius = 9f;//爆炸范围(会影响爆炸类武器、火标和电手套) } } } } if (Input.GetKeyUp(KeyCode.Home)) { shownpc = !shownpc; } if (Input.GetKey(KeyCode.F)) { shownpc = true; } if (Input.GetKeyUp(KeyCode.F)) { shownpc = false; } if (Input.GetKeyUp(KeyCode.Delete)) { //if (WarShopManager.ShopItemDict.count > 0) //{ // bool first = true; // WarShopObject fobj = null; // foreach (KeyValuePair<int, WarShopObject> shopitem in WarShopManager.ShopItemDict) // { // if (shopitem.value.PropertyDict.ContainsKey("Inscription")) // { // List<int> Inscription = new List<int>(); // Inscription.Add(4820); Inscription.Add(4821); Inscription.Add(4822); Inscription.Add(4823); Inscription.Add(4824); Inscription.Add(4825); Inscription.Add(4827); // shopitem.value.PropertyDict["Inscription"] = Inscription; // } // // } //} } if (Input.GetKeyUp(KeyCode.V)) { imreload = !imreload; } //War_Shop_Event //InitWarShop if (Input.GetKeyUp(KeyCode.Insert))//暴力模式全图锁 { limitangle = !limitangle; } //if (Input.GetMouseButton(1)) if (Input.GetKeyUp(KeyCode.T)) { aimEnabled = !aimEnabled; } if ((aimEnabled && !Input.GetKey(KeyCode.LeftControl)) || (!aimEnabled && Input.GetKey(KeyCode.LeftControl)))//按F键临时开关自瞄(请按个人喜好修改) { List <NewPlayerObject> monsters = NewPlayerManager.GetMonsters(); if (monsters != null) { Vector3 campos = CameraManager.MainCamera.position; Transform nearmons = null; float neardis = 99999f; foreach (NewPlayerObject monster in monsters) { Transform montrans = monster.BodyPartCom.GetWeakTrans(); if (montrans == null) { continue; } Vector3 vec = CameraManager.MainCameraCom.WorldToViewportPoint(montrans.position); if (limitangle) { if (vec.z <= 0) { continue; } vec.y = 0; vec.x = 0.5f - vec.x; vec.x = Screen.width * vec.x; vec.z = 0f; if (vec.magnitude > 150f) { continue; //自瞄范围 } } vec = montrans.position - campos; float curdis = vec.magnitude; Ray ray = new Ray(campos, vec); var hits = Physics.RaycastAll(ray, curdis); bool visible = true; foreach (var hit in hits) { if (showallobjinfo) { MelonLogger.Log(hit.collider.name); MelonLogger.Log(hit.collider.gameObject.layer.ToString()); } if (hit.collider.gameObject.layer == 0 || hit.collider.gameObject.layer == 30 || hit.collider.gameObject.layer == 31) //&& hit.collider.name.Contains("_") { if (showobjinfo) { MelonLogger.Log(hit.collider.name); MelonLogger.Log(hit.collider.gameObject.layer.ToString()); } visible = false;//判断怪物是否可见 break; } } if (visible) { if (curdis < neardis) { neardis = curdis; nearmons = montrans; } } } if (nearmons != null) { Vector3 objpos = new Vector3(); objpos.x = HeroCameraManager.HeroObj.gameTrans.position.x; objpos.y = HeroCameraManager.HeroObj.gameTrans.position.y + 1f; objpos.z = HeroCameraManager.HeroObj.gameTrans.position.z; Vector3 fw = nearmons.position - objpos; fw.y += 0.12f; Quaternion rot = Quaternion.LookRotation(fw); HeroCameraManager.HeroObj.gameTrans.rotation = rot; fw = nearmons.position - campos; fw.y += 0.12f; Quaternion rot2 = Quaternion.LookRotation(fw); CameraManager.MainCamera.rotation = rot2; } } } } catch { } }