/// <summary> /// Adds all menu items. /// </summary> public void Generate() { if (this.Menu == null) { return; } var menuItems = new List <MenuItem>() { new MenuItem("DontDashUnderTurret", "Don't dash under turret").SetValue(false), new MenuItem("AutoWalkToDash", "[WIP > Disabled] Auto-Walk to dash").SetValue(true) .SetTooltip( "If this is enabled the assembly will auto-walk behind a unit to dash over it."), new MenuItem("AutoDashing", "Auto-Dash dashable PathBase (Dashing-PathBase)") .SetValue(true) .SetTooltip( "If this is enabled the assembly will automatic pathfind and walk to the end of the PathBase. This is a basic feature of pathfinding."), new MenuItem("AutoWalking", "[WIP > Disabled] Auto-Walk non-dashable PathBase (Walking-PathBase)") .SetValue(false) .SetTooltip( "If this is enabled the assembly will automatic pathfind and walk to the end of the PathBase. If you like to have maximum control or your champion disable this."), new MenuItem("PathAroundSkillShots", "[WIP > Disabled] Try to PathBase around Skillshots") .SetValue(true) .SetTooltip( "if this is enabled, the assembly will PathBase around a skillshot if a PathBase is given."), new MenuItem("Enabled", "Enabled").SetValue(true), }; this.blacklistMenu = new BlacklistMenu(this.Settings, "Blacklist"); foreach (var item in menuItems) { item.Name = this.Menu.Name + item.Name; this.Settings.AddItem(item); } foreach (var item in this.Settings.Items) { if (item.Name == "Mode") { var stringarray = item.GetValue <StringList>().SList; var id = 0; for (var i = 0; i < stringarray.Count(); i++) { if (stringarray[i] == "Enemy") { id = i + 1; } } foreach (var item2 in this.blacklistMenu.AttachedMenu.Items) { item2.SetTag(id); } break; } } this.Blacklist = this.blacklistMenu.AttachedMenu; this.BlacklistedHeroes = this.blacklistMenu.BlacklistedHeroes; this.Menu.AddSubMenu(this.Settings); }
/// <summary> /// Adds all menu items. /// </summary> public void Generate() { var selecter = new MenuItem("Mode", "Dash to: ").SetValue(new StringList(new[] { "Mouse", "Enemy" })); var mouse = new List <MenuItem>() { }; var enemy = new List <MenuItem>() { new MenuItem("Prediction", "Use Prediction").SetValue(true) .SetTooltip("The assembly will try to E to the enemy predicted position."), new MenuItem("PredictionEnhanced", "Prediction -> Two PathBase System").SetValue(true) .SetTooltip("The assembly will try to E to the enemy predicted position."), new MenuItem("MinCursorDistance", "Min Cursor Distance to target").SetValue( new Slider(600, 50, 2000)), }; this.dynamicMenu = new DynamicMenu(this.Menu, this.DisplayName, selecter, new[] { mouse, enemy }); this.dynamicMenu.Initialize(); var both = new List <MenuItem>() { new MenuItem("DontDashUnderTurret", "Don't dash under turret").SetValue(true), new MenuItem("AutoWalkToDash", "[Experimental] Auto-Walk to dash").SetValue(true) .SetTooltip( "If this is enabled the assembly will auto-walk behind a unit to dash over it."), new MenuItem("AutoDashing", "[Experimental] Auto-Dash dashable PathBase (Dashing-PathBase)") .SetValue(true) .SetTooltip( "If this is enabled the assembly will automatic pathfind and walk to the end of the PathBase. This is a basic feature of pathfinding."), new MenuItem("AutoWalking", "[Experimental] Auto-Walk non-dashable PathBase (Walking-PathBase)") .SetValue(false) .SetTooltip( "If this is enabled the assembly will automatic pathfind and walk to the end of the PathBase. If you like to have maximum control or your champion disable this."), new MenuItem("PathAroundSkillShots", "[Experimental] Try to PathBase around Skillshots") .SetValue(true) .SetTooltip( "if this is enabled, the assembly will PathBase around a skillshot if a PathBase is given."), new MenuItem("Enabled", "Enabled").SetValue(true), }; this.blacklistMenu = new BlacklistMenu(this.dynamicMenu.AttachedMenu, "Blacklist"); foreach (var item in both) { item.Name = this.dynamicMenu.AttachedMenu.Name + item.Name; this.dynamicMenu.AttachedMenu.AddItem(item); } foreach (var item in this.dynamicMenu.AttachedMenu.Items) { if (item.Name == "Mode") { var stringarray = item.GetValue <StringList>().SList; var id = 0; for (var i = 0; i < stringarray.Count(); i++) { if (stringarray[i] == "Enemy") { id = i + 1; } } foreach (var item2 in this.blacklistMenu.AttachedMenu.Items) { item2.SetTag(id); } break; } } this.Settings = this.dynamicMenu.AttachedMenu; this.Blacklist = this.blacklistMenu.AttachedMenu; this.BlacklistedHeroes = this.blacklistMenu.BlacklistedHeroes; }