Пример #1
0
        /// <summary>
        ///     Loads the range drawings.
        /// </summary>
        public static void Initialize()
        {
            if (GameObjects.Player.IsDead)
            {
                return;
            }

            Drawing.OnDraw += delegate
            {
                if (Vars.PassiveTarget.LSIsValidTarget() &&
                    Vars.getCheckBoxItem(Vars.DrawingsMenu, "p"))
                {
                    Render.Circle.DrawCircle(Vars.PassiveTarget.Position, Vars.PassiveTarget.BoundingRadius, Color.LightGreen, 1);
                }

                if (Vars.Q.IsReady() &&
                    Vars.getCheckBoxItem(Vars.DrawingsMenu, "qc"))
                {
                    foreach (var obj in ObjectManager.Get <Obj_AI_Base>().Where(m => m.LSIsValidTarget(Vars.Q.Range)))
                    {
                        var polygon = new Geometry.Sector(
                            (Vector2)obj.ServerPosition,
                            (Vector2)obj.ServerPosition.LSExtend(GameObjects.Player.ServerPosition,
                                                                 -(Vars.Q2.Range - Vars.Q.Range)),
                            40f * (float)Math.PI / 180f,
                            (Vars.Q2.Range - Vars.Q.Range) - 50f);

                        var target = GameObjects.EnemyHeroes.FirstOrDefault(
                            t =>
                            !Invulnerable.Check(t) &&
                            t.LSIsValidTarget(Vars.Q2.Range - 50f) &&
                            ((Vars.PassiveTarget.LSIsValidTarget() &&
                              t.NetworkId == Vars.PassiveTarget.NetworkId) ||
                             !Targets.Minions.Any(m => !polygon.IsOutside((Vector2)m.ServerPosition))));

                        if (target != null)
                        {
                            polygon.Draw(
                                !polygon.IsOutside((Vector2)target.ServerPosition) &&
                                !polygon.IsOutside(
                                    (Vector2)Movement.GetPrediction(
                                        target,
                                        GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay).UnitPosition)

                                ? Color.Green
                                : Color.Red);
                        }
                    }
                }
            };
        }
Пример #2
0
        /// <summary>
        ///     Loads the range drawings.
        /// </summary>
        public static void Initialize()
        {
            if (GameObjects.Player.IsDead)
            {
                return;
            }

            Drawing.OnDraw += delegate
            {
                if (Vars.PassiveTarget.LSIsValidTarget() &&
                    Vars.getCheckBoxItem(Vars.DrawingsMenu, "p"))
                {
                    Render.Circle.DrawCircle(Vars.PassiveTarget.Position, Vars.PassiveTarget.BoundingRadius, Color.LightGreen, 1);
                }

                if (Vars.Q.IsReady() &&
                    Vars.getCheckBoxItem(Vars.DrawingsMenu, "qc"))
                {
                    foreach (var obj in ObjectManager.Get<Obj_AI_Base>().Where(m => m.LSIsValidTarget(Vars.Q.Range)))
                    {
                        var polygon = new Geometry.Sector(
                            (Vector2)obj.ServerPosition,
                            (Vector2)obj.ServerPosition.LSExtend(GameObjects.Player.ServerPosition,
                            -(Vars.Q2.Range - Vars.Q.Range)),
                            40f * (float)Math.PI / 180f,
                            (Vars.Q2.Range - Vars.Q.Range) - 50f);

                        var target = GameObjects.EnemyHeroes.FirstOrDefault(
                            t =>
                                !Invulnerable.Check(t) &&
                                t.LSIsValidTarget(Vars.Q2.Range - 50f) &&
                                ((Vars.PassiveTarget.LSIsValidTarget() &&
                                    t.NetworkId == Vars.PassiveTarget.NetworkId) ||
                                    !Targets.Minions.Any(m => !polygon.IsOutside((Vector2)m.ServerPosition))));

                        if (target != null)
                        {
                            polygon.Draw(
                                !polygon.IsOutside((Vector2)target.ServerPosition) &&
                                !polygon.IsOutside(
                                    (Vector2)Movement.GetPrediction(
                                        target,
                                        GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay).UnitPosition)

                                ? Color.Green
                                : Color.Red);
                        }
                    }
                }
            };
        }
Пример #3
0
        /// <summary>
        ///     Loads the range drawings.
        /// </summary>
        public static void Initialize()
        {
            if (GameObjects.Player.IsDead)
            {
                return;
            }

            Drawing.OnDraw += delegate
            {
                /// <summary>
                ///     Loads the Passive Target drawing.
                /// </summary>
                if (MissFortune.PassiveTarget.IsValidTarget() &&
                    Vars.Menu["drawings"]["p"].GetValue <MenuBool>().Value)
                {
                    Render.Circle.DrawCircle(
                        MissFortune.PassiveTarget.Position,
                        MissFortune.PassiveTarget.BoundingRadius,
                        Color.LightGreen,
                        1);
                }

                /// <summary>
                ///     Loads the Q Cone drawings.
                /// </summary>
                if (Vars.Q.IsReady() && Vars.Menu["drawings"]["qc"].GetValue <MenuBool>().Value)
                {
                    foreach (var obj in
                             ObjectManager.Get <Obj_AI_Base>()
                             .Where(m => !(m is Obj_AI_Turret) && m.IsValidTarget(Vars.Q.Range)))
                    {
                        var polygon = new Geometry.Sector(
                            (Vector2)obj.ServerPosition,
                            (Vector2)
                            obj.ServerPosition.Extend(
                                GameObjects.Player.ServerPosition,
                                -(Vars.Q2.Range - Vars.Q.Range)),
                            40f * (float)Math.PI / 180f,
                            Vars.Q2.Range - Vars.Q.Range - 50f);
                        var target =
                            GameObjects.EnemyHeroes.FirstOrDefault(
                                t =>
                                !Invulnerable.Check(t) && t.IsValidTarget(Vars.Q2.Range) &&
                                (t.NetworkId == MissFortune.PassiveTarget?.NetworkId ||
                                 Targets.Minions.All(m => polygon.IsOutside((Vector2)m.ServerPosition))));
                        if (target != null)
                        {
                            polygon.Draw(
                                !polygon.IsOutside((Vector2)target.ServerPosition) &&
                                !polygon.IsOutside(
                                    (Vector2)
                                    Movement.GetPrediction(
                                        target,
                                        GameObjects.Player.Distance(target) / Vars.Q.Speed + Vars.Q.Delay)
                                    .UnitPosition)
                                        ? Color.Green
                                        : Color.Red);
                        }
                    }
                }
            };
        }