Пример #1
0
        /// <summary>
        ///     Initializes the Experience Tracker.
        /// </summary>
        public static void Initialize()
        {
            foreach (var unit in ObjectManager.Get <Obj_AI_Hero>().Where(e =>
                                                                         Math.Abs(e.FloatingHealthBarPosition.X) > 0 &&
                                                                         !e.IsDead &&
                                                                         e.IsVisible &&
                                                                         (e.IsMe && MenuClass.ExpTracker["me"].As <MenuBool>().Enabled ||
                                                                          e.IsEnemy && MenuClass.ExpTracker["enemies"].As <MenuBool>().Enabled ||
                                                                          e.IsAlly && !e.IsMe && MenuClass.ExpTracker["allies"].As <MenuBool>().Enabled))
                     )
            {
                if (unit.Name.Equals("Target Dummy"))
                {
                    return;
                }

                var xOffset = (int)unit.FloatingHealthBarPosition.X + UtilityClass.ExpXAdjustment(unit);
                var yOffset = (int)unit.FloatingHealthBarPosition.Y + UtilityClass.ExpYAdjustment(unit);

                var actualExp = unit.Exp;
                if (unit.Level > 1)
                {
                    actualExp -= (280 + 80 + 100 * unit.Level) / 2 * (unit.Level - 1);
                }

                var neededExp  = 180 + 100 * unit.Level;
                var expPercent = (int)(actualExp / neededExp * 100);
                if (unit.Level < 18 || UtilityClass.Player.HasBuff("AwesomeBuff") && unit.Level < 30)
                {
                    Render.Line(xOffset - 76, yOffset + 20, xOffset + 56, yOffset + 20, 7, true, Colors.GetRealColor(Color.Purple));

                    if (expPercent > 0)
                    {
                        Render.Line(xOffset - 76, yOffset + 20, xOffset - 76 + (float)(1.32 * expPercent), yOffset + 20, 7, true, Colors.GetRealColor(Color.Red));
                    }
                    Render.Text(xOffset - 13, yOffset + 17, Colors.GetRealColor(Color.Yellow), expPercent > 0 ? expPercent + "%" : "0%");
                }
            }
        }
Пример #2
0
        /// <summary>
        ///     Initializes the SpellTracker.
        /// </summary>
        public static void Initialize()
        {
            foreach (var unit in
                     ObjectManager.Get <Obj_AI_Hero>().Where(
                         e => Math.Abs(e.FloatingHealthBarPosition.X) > 0 && !e.IsDead && e.IsVisible &&
                         (e.IsMe && MenuClass.SpellTracker["me"].As <MenuBool>().Value ||
                          e.IsEnemy && MenuClass.SpellTracker["enemies"].As <MenuBool>().Value ||
                          e.IsAlly && !e.IsMe && MenuClass.SpellTracker["allies"].As <MenuBool>().Value))
                     )
            {
                if (unit.Name.Equals("Target Dummy"))
                {
                    return;
                }

                for (var spell = 0; spell < UtilityClass.SpellSlots.Length; spell++)
                {
                    var xSpellOffset  = (int)unit.FloatingHealthBarPosition.X + UtilityClass.SpellXAdjustment(unit) + spell * 25;
                    var ySpellOffset  = (int)unit.FloatingHealthBarPosition.Y + UtilityClass.SpellYAdjustment(unit);
                    var spellColor    = UtilityClass.GetUnitSpellStateColor(unit, spell);
                    var spellCooldown = UtilityClass.GetUnitSpellCooldown(unit, spell);

                    Render.Text(xSpellOffset, ySpellOffset, Colors.GetRealColor(spellColor), spellCooldown);

                    for (var level = 0; level <= unit.SpellBook.GetSpell(UtilityClass.SpellSlots[spell]).Level - 1; level++)
                    {
                        var xLevelOffset = xSpellOffset + level * 3 - 4;
                        var yLevelOffset = ySpellOffset + 4;

                        Render.Text(xLevelOffset, yLevelOffset, Color.White, ".");
                    }
                }

                for (var summonerSpell = 0; summonerSpell < UtilityClass.SummonerSpellSlots.Length; summonerSpell++)
                {
                    var xSummonerSpellOffset  = (int)unit.FloatingHealthBarPosition.X + UtilityClass.SummonerSpellXAdjustment(unit) + summonerSpell * 88;
                    var ySummonerSpellOffset  = (int)unit.FloatingHealthBarPosition.Y + UtilityClass.SummonerSpellYAdjustment(unit);
                    var summonerSpellColor    = UtilityClass.GetUnitSummonerSpellStateColor(unit, summonerSpell);
                    var summonerSpellCooldown = UtilityClass.GetUnitSummonerSpellFixedName(unit, summonerSpell) + ": " + UtilityClass.GetUnitSummonerSpellCooldown(unit, summonerSpell);

                    Render.Text(xSummonerSpellOffset, ySummonerSpellOffset, Colors.GetRealColor(summonerSpellColor), summonerSpellCooldown);
                }
            }
        }
Пример #3
0
        /// <summary>
        ///     Initializes the SpellTracker.
        /// </summary>
        public static void Initialize()
        {
            foreach (var hero in ObjectManager.Get <Obj_AI_Hero>().Where(h =>
                                                                         !h.IsDead &&
                                                                         h.IsVisible &&
                                                                         Math.Abs(h.FloatingHealthBarPosition.X) > 0))
            {
                if (hero.Name.Equals("Target Dummy"))
                {
                    continue;
                }

                if (hero.IsMe &&
                    !MenuClass.SpellTracker["me"].As <MenuBool>().Enabled)
                {
                    continue;
                }

                if (hero.IsEnemy &&
                    !MenuClass.SpellTracker["enemies"].As <MenuBool>().Enabled)
                {
                    continue;
                }

                if (!hero.IsMe &&
                    hero.IsAlly &&
                    !MenuClass.SpellTracker["allies"].As <MenuBool>().Enabled)
                {
                    continue;
                }

                for (var spell = 0; spell < UtilityClass.SpellSlots.Length; spell++)
                {
                    var xSpellOffset  = (int)hero.FloatingHealthBarPosition.X + UtilityClass.SpellXAdjustment(hero) + spell * 25;
                    var ySpellOffset  = (int)hero.FloatingHealthBarPosition.Y + UtilityClass.SpellYAdjustment(hero);
                    var spellColor    = UtilityClass.GetUnitSpellStateColor(hero, spell);
                    var spellCooldown = UtilityClass.GetUnitSpellCooldown(hero, spell);

                    Render.Text(spellCooldown, new Vector2(xSpellOffset, ySpellOffset), RenderTextFlags.None, Colors.GetRealColor(spellColor));

                    for (var level = 0; level <= hero.SpellBook.GetSpell(UtilityClass.SpellSlots[spell]).Level - 1; level++)
                    {
                        var xLevelOffset = xSpellOffset + level * 3 - 4;
                        var yLevelOffset = ySpellOffset + 4;

                        Render.Text(".", new Vector2(xLevelOffset, yLevelOffset), RenderTextFlags.None, Color.White);
                    }
                }

                for (var summonerSpell = 0; summonerSpell < UtilityClass.SummonerSpellSlots.Length; summonerSpell++)
                {
                    var xSummonerSpellOffset  = (int)hero.FloatingHealthBarPosition.X - 35 + UtilityClass.SummonerSpellXAdjustment(hero) + summonerSpell * 100;
                    var ySummonerSpellOffset  = (int)hero.FloatingHealthBarPosition.Y + UtilityClass.SummonerSpellYAdjustment(hero);
                    var summonerSpellColor    = UtilityClass.GetUnitSummonerSpellStateColor(hero, summonerSpell);
                    var summonerSpellCooldown = UtilityClass.GetUnitSummonerSpellFixedName(hero, summonerSpell) + ": " + UtilityClass.GetUnitSummonerSpellCooldown(hero, summonerSpell);

                    Render.Text(summonerSpellCooldown, new Vector2(xSummonerSpellOffset, ySummonerSpellOffset), RenderTextFlags.None, Colors.GetRealColor(summonerSpellColor));
                }
            }
        }