Пример #1
0
 // the routine to fire the event
 private void TriStateTest(SelectStatus status)
 {
     if (TriStateStatusProperty != null)
     {
         TriStateStatusProperty(status);
     }
 }
Пример #2
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName  = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if ((wState == SpellState.Ready && wName == "PickACard" &&
                 (Status != SelectStatus.Selecting || Utils.TickCount - LastWSent > 500)) ||
                ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else if (wState == SpellState.Cooldown && wName == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }
            else if (wState == SpellState.Surpressed && !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }

            if (Select == Cards.Blue && wName == "bluecardlock")
            {
                SendWPacket();
            }
            else if (Select == Cards.Yellow && wName == "goldcardlock")
            {
                SendWPacket();
            }
            else if (Select == Cards.Red && wName == "redcardlock")
            {
                SendWPacket();
            }
        }
Пример #3
0
 void OnDestroy()
 {
     if (!isSend)
     {
         selectStatus = SelectStatus.NOT_SELECT;
         Send(true);
     }
 }
Пример #4
0
 //打开对话框后显示的内容
 public void Init(string id, string summary, string dialogContent)
 {
     rectTran           = GetComponent <RectTransform>();
     textContent        = transform.Find("Text").GetComponent <Text>();
     this.id            = id;
     textContent.text   = summary;
     itemBG             = transform.GetComponent <Image>();
     this.dialogContent = dialogContent;
     curSltStatus       = SelectStatus.Null;
 }
Пример #5
0
    void UpdateGame(SelectStatus b)
    {
        if (b == SelectStatus.YES)
        {
            ScoreTheGameManager.Instance.GoToStoreScore();
        }
        //else if (b == SelectStatus.NO)
        //{

        //}
    }
Пример #6
0
    void PhotoPermission(SelectStatus b)
    {
        if (b == SelectStatus.YES)
        {
            NativeGallery.OpenSettings();
        }
        //else if (b == SelectStatus.NO)
        //{

        //}
    }
Пример #7
0
    void UpdateGame(SelectStatus b)
    {
        if (b == SelectStatus.YES)
        {
            ScoreTheGameManager.Instance.GoToStoreScore();
        }
        //else if (b == SelectStatus.NO)
        //{

        //}
        //GameBaseStatus.Instance.SetReadyUpdate(false);
    }
Пример #8
0
 public void BtnSelect(Option option)
 {
     if (option == Option.Yes)
     {
         curSltStatus = SelectStatus.Yes;
         itemBG.color = Color.green;
     }
     else if (option == Option.No)
     {
         curSltStatus = SelectStatus.No;
         itemBG.color = Color.red;
     }
 }
Пример #9
0
        private static void Obj_AI_Hero_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (sender.IsMe)
            {
                if (args.SData.Name == "PickACard")
                {
                    Status = SelectStatus.Selecting;
                }

                if (args.SData.Name == "goldcardlock" || args.SData.Name == "bluecardlock" ||
                    args.SData.Name == "redcardlock")
                {
                    Status = SelectStatus.Selected;
                }
            }
        }
 public void SetStatus(SelectStatus status)
 {
     this.status = status;
     if (status == SelectStatus.Selected)
     {
         GetComponentInChildren <SkinnedMeshRenderer>().material = selectedMaterial;
     }
     if (status == SelectStatus.Unselected)
     {
         GetComponentInChildren <SkinnedMeshRenderer>().material = unselectedMaterial;
     }
     if (status == SelectStatus.Acted)
     {
         GetComponentInChildren <SkinnedMeshRenderer>().material = actedMaterial;
     }
 }
Пример #11
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            if ((ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Ready && ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name == "PickACard" && (Status != SelectStatus.Selecting || Environment.TickCount - LastWSent > 500)) 
                
                || ObjectManager.Player.IsDead) Status = SelectStatus.Ready;

            if (ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Cooldown && ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }

            if (ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Surpressed &&
                !ObjectManager.Player.IsDead)
                Status = SelectStatus.Selected;
        }
Пример #12
0
        private static void Obj_AI_Hero_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (!sender.IsMe)
            {
                return;
            }

            if (args.SData.Name.Equals("PickACard", StringComparison.InvariantCultureIgnoreCase))
            {
                Status = SelectStatus.Selecting;
            }

            if (args.SData.Name.Equals("GoldCardLock", StringComparison.InvariantCultureIgnoreCase) || args.SData.Name.Equals("BlueCardLock", StringComparison.InvariantCultureIgnoreCase) || args.SData.Name.Equals("RedCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                Status = SelectStatus.Selected;
            }
        }
Пример #13
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName  = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if ((wState == SpellState.Ready &&
                 wName == "PickACard" &&
                 (Status != SelectStatus.Selecting || Utils.TickCount - LastWSent > 500)) ||
                ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else
            if (wState == SpellState.Cooldown &&
                wName == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }
            else
            if (wState == SpellState.Surpressed &&
                !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }

            if (Select == Cards.Blue && wName.Equals("BlueCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Yellow && wName.Equals("GoldCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Red && wName.Equals("RedCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
            else
            if (Select == Cards.First)
            {
                SendWPacket();
            }
        }
Пример #14
0
        private static void Game_OnTick(EventArgs args)
        {
            var wName = Player.Instance.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = Player.Instance.Spellbook.CanUseSpell(SpellSlot.W);

            if (wState == SpellState.Ready && wName == "PickACard" && Status != SelectStatus.Selecting && !Player.Instance.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else
            {
                if (wState == SpellState.Cooldown && wName == "PickACard")
                {
                    LastCard = Cards.None;
                    Status = SelectStatus.Cooldown;
                }

                if (wState == SpellState.Surpressed && !Player.Instance.IsDead)
                {
                    Status = SelectStatus.Selected;
                }

                if (Status != SelectStatus.Selecting)
                {
                    return;
                }

                if (LastCard == Cards.Blue && wName == "bluecardlock"
                    && Environment.TickCount - Delay > LastW)
                {
                    Player.CastSpell(SpellSlot.W, false);
                }

                if (LastCard == Cards.Yellow && wName == "goldcardlock"
                    && Environment.TickCount - Delay > LastW)
                {
                    Player.CastSpell(SpellSlot.W, false);
                }

                if (LastCard == Cards.Red && wName == "redcardlock"
                    && Environment.TickCount - Delay > LastW)
                {
                    Player.CastSpell(SpellSlot.W, false);
                }
            }
        }
Пример #15
0
        private static void OnUpdate(EventArgs Args)
        {
            var wName  = ObjectManager.Get <Obj_GeneralParticleEmitter>().Where(x => x.IsValid && x.Name.Contains("TwistedFate_Base_W")).Select(x => x.Name).FirstOrDefault();
            var wState = GameObjects.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if (GameObjects.Player.IsDead)
            {
                Select = Cards.None;
            }
            else if (!GameObjects.Player.IsDead)
            {
                if (wName != null && GameObjects.Player.HasBuff("pickacard_tracker") && Variables.TickCount - PickCardTickCount > Plugings.TwistedFate.GetRamdonTime())
                {
                    if (Select == Cards.Blue &&
                        wName.Equals("TwistedFate_Base_W_BlueCard.troy", StringComparison.InvariantCultureIgnoreCase))
                    {
                        W.Cast();
                    }
                    else if (Select == Cards.Yellow &&
                             wName.Equals("TwistedFate_Base_W_GoldCard.troy", StringComparison.InvariantCultureIgnoreCase))
                    {
                        W.Cast();
                    }
                    else if (Select == Cards.Red && wName.
                             Equals("TwistedFate_Base_W_RedCard.troy", StringComparison.InvariantCultureIgnoreCase))
                    {
                        W.Cast();
                    }
                }
            }

            if (wState == SpellState.Ready)
            {
                Status = SelectStatus.Ready;
            }
            else if (IsSelect)
            {
                Status = SelectStatus.Selected;
            }
            else if (!IsSelect && wState == SpellState.Cooldown)
            {
                Status = SelectStatus.CoolDown;
                Select = Cards.None;
            }
        }
Пример #16
0
        public static void Obj_AI_Base_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (!sender.IsMe)
            {
                return;
            }

            if (args.SData.Name == "PickACard")
            {
                Status = SelectStatus.Selecting;
            }

            if (args.SData.Name.ToLower() == "goldcardlock" || args.SData.Name.ToLower() == "bluecardlock" ||
                args.SData.Name.ToLower() == "redcardlock")
            {
                Status       = SelectStatus.Selected;
                SelectedCard = Cards.None;
            }
        }
Пример #17
0
            private static void ObjAiBaseOnOnProcessSpellCast(AIBaseClient sender, AIBaseClientProcessSpellCastEventArgs args)
            {
                if (!sender.IsMe)
                {
                    return;
                }

                if (args.SData.Name == "PickACard")
                {
                    Status = SelectStatus.Selecting;
                }

                if (args.SData.Name.ToLower() == "goldcardlock" ||
                    args.SData.Name.ToLower() == "bluecardlock" ||
                    args.SData.Name.ToLower() == "redcardlock")
                {
                    Status       = SelectStatus.Selected;
                    SelectedCard = Cards.None;
                }
            }
Пример #18
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if ((wState == SpellState.Ready &&
                 wName == "PickACard" &&
                 (Status != SelectStatus.Selecting || Utils.TickCount - LastWSent > 500)) ||
                ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else
            if (wState == SpellState.Cooldown &&
                wName == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }
            else
            if (wState == SpellState.Surpressed &&
                !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }

            if (Select == Cards.Blue && wName.Equals("BlueCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Yellow && wName.Equals("GoldCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Red && wName.Equals("RedCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                SendWPacket();
            }
        }
Пример #19
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if ((wState == SpellState.Ready &&
                 wName == "PickACard" &&
                 (Status != SelectStatus.Selecting || Utils.TickCount - LastWSent > 500)) ||
                ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else
            if (wState == SpellState.Cooldown &&
                wName == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }
            else
            if (wState == SpellState.Surpressed &&
                !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }

            if (Select == Cards.Blue && wName == "bluecardlock")
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Yellow && wName == "goldcardlock")
            {
                SendWPacket();
            }
            else
            if (Select == Cards.Red && wName == "redcardlock")
            {
                SendWPacket();
            }
        }
Пример #20
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            if ((ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Ready && ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name == "PickACard" && (Status != SelectStatus.Selecting || Environment.TickCount - LastWSent > 500))

                || ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }

            if (ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Cooldown && ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name == "PickACard")
            {
                Select = Cards.None;
                Status = SelectStatus.Cooldown;
            }

            if (ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W) == SpellState.Surpressed &&
                !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }
        }
Пример #21
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName  = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
            var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

            if ((wState == SpellState.Ready &&
                 wName == "PickACard" &&
                 (Status != SelectStatus.Selecting || Environment.TickCount - LastW > 500)) ||
                ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Ready;
            }
            else if (wState == SpellState.Cooldown &&
                     wName == "PickACard")
            {
                SelectedCard = Cards.None;
                Status       = SelectStatus.Cooldown;
            }
            else if (wState == SpellState.Surpressed &&
                     !ObjectManager.Player.IsDead)
            {
                Status = SelectStatus.Selected;
            }

            if (SelectedCard == Cards.Blue && wName.ToLower() == "bluecardlock" && Environment.TickCount - Delay > LastW)
            {
                ObjectManager.Player.Spellbook.CastSpell(SpellSlot.W, false);
            }
            else if (SelectedCard == Cards.Yellow && wName.ToLower() == "goldcardlock" && Environment.TickCount - Delay > LastW)
            {
                ObjectManager.Player.Spellbook.CastSpell(SpellSlot.W, false);
            }
            else if (SelectedCard == Cards.Red && wName.ToLower() == "redcardlock" && Environment.TickCount - Delay > LastW)
            {
                ObjectManager.Player.Spellbook.CastSpell(SpellSlot.W, false);
            }
        }
Пример #22
0
        private static void Game_OnGameUpdate(EventArgs args)
        {
            var wName  = ObjectManager.Get <Obj_GeneralParticleEmitter>().Where(x => x.IsValid && x.Name.Contains("TwistedFate_Base_W")).Select(x => x.Name).FirstOrDefault();
            var wState = Player.Spellbook.CanUseSpell(SpellSlot.W);

            if (wName != null && ObjectManager.Player.HasBuff("pickacard_tracker"))
            {
                if (Select == Cards.Blue && wName.Equals("TwistedFate_Base_W_BlueCard.troy", StringComparison.InvariantCultureIgnoreCase))
                {
                    SendWPacket();
                }
                else if (Select == Cards.Yellow && wName.Equals("TwistedFate_Base_W_GoldCard.troy", StringComparison.InvariantCultureIgnoreCase))
                {
                    SendWPacket();
                }
                else if (Select == Cards.Red && wName.Equals("TwistedFate_Base_W_RedCard.troy", StringComparison.InvariantCultureIgnoreCase))
                {
                    SendWPacket();
                }
            }
            else if (wName == null)
            {
                if (wState == SpellState.Ready)
                {
                    Status = SelectStatus.Ready;
                }
                else if ((wState == SpellState.Cooldown || wState == SpellState.Disabled || wState == SpellState.NoMana || wState == SpellState.NotLearned || wState == SpellState.Surpressed || wState == SpellState.Unknown) && !IsSelect)
                {
                    Status = SelectStatus.Cooldown;
                }
                else if (IsSelect)
                {
                    Status = SelectStatus.Selected;
                }
            }
        }
Пример #23
0
    //CursorMove内メソッド
    SelectStatus ModeSelect()
    {
        switch (direction)
        {
        case Direction.UP:

            if ((int)nowSelected % 5 != 0)
            {
                //固定されているわざがある
                if (wazaRock1)
                {
                    if (wazaRock2)
                    {
                        if (wazaRock3)
                        {
                            if (nowSelected != SelectStatus.WAZA4)
                            {
                                nowSelected--;
                            }
                        }
                        else if (nowSelected != SelectStatus.WAZA3)
                        {
                            nowSelected--;
                        }
                    }
                    else if (nowSelected != SelectStatus.WAZA2)
                    {
                        nowSelected--;
                    }
                }
                //通常処理
                else if (nowSelected != SelectStatus.WAZA1)
                {
                    nowSelected--;
                }
            }
            break;

        case Direction.DOWN:
            if ((int)nowSelected % 5 != 4)
            {
                nowSelected++;
            }
            break;

        case Direction.RIGHT:
            if (nowSelected < SelectStatus.HPEL)
            {
                nowSelected += 5;
            }
            break;

        case Direction.LEFT:
            if (wazaRock1)
            {
                if (wazaRock2)
                {
                    if (wazaRock3)
                    {
                        if (wazaRock4)
                        {
                            if (nowSelected >= SelectStatus.HPEV)
                            {
                                nowSelected += -5;
                            }
                        }
                    }
                    else if (nowSelected >= SelectStatus.HPIV && nowSelected <= SelectStatus.DefenseIV)
                    {
                        nowSelected = SelectStatus.WAZA3;
                    }
                    else
                    {
                        nowSelected += -5;
                    }
                }
                else if (nowSelected == SelectStatus.HPIV || nowSelected == SelectStatus.AttackIV)
                {
                    nowSelected = SelectStatus.WAZA2;
                }
                else
                {
                    nowSelected += -5;
                }
            }
            else if (nowSelected == SelectStatus.HPIV)
            {
                nowSelected = SelectStatus.WAZA1;
            }
            else
            {
                nowSelected += -5;
            }
            break;
        }
        return(nowSelected);
    }
 public AccountSelectEventArgs(SelectStatus status)
 {
     this.Status = status;
 }
 public AccountSelectEventArgs(SelectStatus status, int selectIndex, BatchDomainTools.WebPanelAccount.Account account)
     : this(status)
 {
     this.SelectIndex   = selectIndex;
     this.SelectAccount = account;
 }
Пример #26
0
 public void Yes()
 {
     selectStatus = SelectStatus.YES;
     Send();
 }
Пример #27
0
        private static void Obj_AI_Hero_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (!sender.IsMe) return;

            if (args.SData.Name == "PickACard")
            {
                Status = SelectStatus.Selecting;
            }

            if (args.SData.Name == "goldcardlock" || args.SData.Name == "bluecardlock" ||
                args.SData.Name == "redcardlock")
            {
                Status = SelectStatus.Selected;
            }
        }
Пример #28
0
 public void No()
 {
     selectStatus = SelectStatus.NO;
     Send();
 }
Пример #29
0
 public void EventTestMethod(SelectStatus test)
 {
     AppendLine("i am " + name + ". my status| (" + Status + ")");
 }
Пример #30
0
            private static void OnObjAiBaseProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
            {
                try
                {
                    if (!sender.IsMe)
                    {
                        return;
                    }

                    if (args.SData.Name == "PickACard")
                    {
                        Status = SelectStatus.Selecting;
                    }
                    if (args.SData.Name == "goldcardlock")
                    {
                        LastCard = CardColor.Gold;
                        Status = SelectStatus.Selected;
                    }
                    else if (args.SData.Name == "bluecardlock")
                    {
                        LastCard = CardColor.Blue;
                        Status = SelectStatus.Selected;
                    }
                    else if (args.SData.Name == "redcardlock")
                    {
                        LastCard = CardColor.Red;
                        Status = SelectStatus.Selected;
                    }
                }
                catch (Exception ex)
                {
                    Global.Logger.AddItem(new LogItem(ex));
                }
            }
Пример #31
0
    void CursorMove()
    {
        switch (nowMode)
        {
        case Mode.LEVEL:
            switch (direction)
            {
            case Direction.UP:
                if (Select.Level[Times] < 100)
                {
                    Select.Level[Times]++;
                    LevelAction();
                }
                break;

            case Direction.DOWN:
                if (Select.Level[Times] > Select.LowestLevel[Times])
                {
                    Select.Level[Times]--;
                    LevelAction();
                }
                break;

            case Direction.RIGHT:
                if ((Select.Level[Times] + 10) < 100)
                {
                    Select.Level[Times] += 10;
                    LevelAction();
                }
                else if (Select.Level[Times] < 100)
                {
                    Select.Level[Times] = 100;
                    LevelAction();
                }
                break;

            case Direction.LEFT:
                if ((Select.Level[Times] - 10) >= Select.LowestLevel[Times])
                {
                    Select.Level[Times] -= 10;
                    LevelAction();
                }
                else if (Select.Level[Times] < Select.LowestLevel[Times])
                {
                    Select.Level[Times] = Select.LowestLevel[Times];
                    LevelAction();
                }
                break;

            case Direction.DECISION:
                //レベル確定
                nowMode = Mode.SELECT;

                Select.WazaListCreate(Times);

                //カーソルを移動
                if (Select.MinimumWaza[Times] < 4)
                {
                    myPosition.localPosition = positionPoint[5];
                }
                else
                {
                    myPosition.localPosition = positionPoint[1];
                }
                break;
            }
            break;

        case Mode.SELECT:
            switch (direction)
            {
            //決定入力
            case Direction.DECISION:
                switch (nowSelected)
                {
                case SelectStatus.WAZA1:
                    break;

                case SelectStatus.WAZA2:
                    break;

                case SelectStatus.WAZA3:
                    break;

                case SelectStatus.WAZA4:
                    break;

                case SelectStatus.HPIV:
                    break;

                case SelectStatus.AttackIV:
                    break;

                case SelectStatus.DefenseIV:
                    break;
                }
                nowMode = Mode.INPUT;
                break;

            //選択入力
            default:
                nowSelected = ModeSelect();
                myPosition.localPosition = positionPoint[(int)nowSelected];
                break;
            }
            break;

        case Mode.INPUT:
            break;
        }
    }
Пример #32
0
 void GameError(SelectStatus b)
 {
     Application.Quit();
 }
Пример #33
0
            private static void OnGameUpdate(EventArgs args)
            {
                try
                {
                    var spell = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W);
                    var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

                    if ((wState == SpellState.Ready && spell.Name == "PickACard" &&
                         (Status != SelectStatus.Selecting || !ShouldWait)) || ObjectManager.Player.IsDead)
                    {
                        Status = SelectStatus.Ready;
                    }
                    else if (wState == SpellState.Cooldown && spell.Name == "PickACard")
                    {
                        ShouldSelect.Clear();
                        Status = SelectStatus.Cooldown;
                    }
                    else if (wState == SpellState.Surpressed && !ObjectManager.Player.IsDead)
                    {
                        Status = SelectStatus.Selected;
                    }
                    if (
                        ShouldSelect.Any(
                            s =>
                                s == CardColor.Blue && spell.Name == "bluecardlock" ||
                                s == CardColor.Gold && spell.Name == "goldcardlock" ||
                                s == CardColor.Red && spell.Name == "redcardlock"))
                    {
                        Utility.DelayAction.Add(
                            (int)
                                ((Delay - Game.Ping / 2) *
                                 (Utils.TickCount - _lastWSent <= 200 ? 0.5f : 1f)),
                            delegate { ObjectManager.Player.Spellbook.CastSpell(SpellSlot.W, false); });
                    }
                }
                catch (Exception ex)
                {
                    Global.Logger.AddItem(new LogItem(ex));
                }
            }
Пример #34
0
        private static void Obj_AI_Hero_OnProcessSpellCast(Obj_AI_Base sender, GameObjectProcessSpellCastEventArgs args)
        {
            if (!sender.IsMe)
            {
                return;
            }

            if (args.SData.Name.Equals("PickACard", StringComparison.InvariantCultureIgnoreCase))
            {
                Status = SelectStatus.Selecting;
            }

            if (args.SData.Name.Equals("GoldCardLock", StringComparison.InvariantCultureIgnoreCase) || args.SData.Name.Equals("BlueCardLock", StringComparison.InvariantCultureIgnoreCase) || args.SData.Name.Equals("RedCardLock", StringComparison.InvariantCultureIgnoreCase))
            {
                Status = SelectStatus.Selected;
            }
        }
Пример #35
0
            private static void OnGameUpdate(EventArgs args)
            {
                try
                {
                    var wName = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Name;
                    var wState = ObjectManager.Player.Spellbook.CanUseSpell(SpellSlot.W);

                    if ((wState == SpellState.Ready && wName == "PickACard" &&
                         (Status != SelectStatus.Selecting || Utils.TickCount - LastWSent > 500)) ||
                        ObjectManager.Player.IsDead)
                    {
                        Status = SelectStatus.Ready;
                    }
                    else if (wState == SpellState.Cooldown && wName == "PickACard")
                    {
                        ShouldSelect.Clear();
                        Status = SelectStatus.Cooldown;
                    }
                    else if (wState == SpellState.Surpressed && !ObjectManager.Player.IsDead)
                    {
                        Status = SelectStatus.Selected;
                    }
                    if (
                        ShouldSelect.Any(
                            s =>
                                s == CardColor.Blue && wName == "bluecardlock" ||
                                s == CardColor.Gold && wName == "goldcardlock" ||
                                s == CardColor.Red && wName == "redcardlock"))
                    {
                        SendWPacket();
                    }
                }
                catch (Exception ex)
                {
                    Global.Logger.AddItem(new LogItem(ex));
                }
            }