示例#1
0
        private void Drawing_OnDraw(EventArgs args)
        {
            if (!FillEnabled && !KillableEnabled)
            {
                return;
            }

            foreach (var enemy in Heroes.GetEnemies(Range))
            {
                // Get damage to unit
                var damage = _damageToUnitDelegate(enemy);

                // Continue on 0 damage
                if (damage <= 0)
                {
                    continue;
                }

                if ((damage > enemy.Health) && KillableEnabled)
                {
                    EloBuddy.Drawing.DrawText(enemy.HPBarPosition.X + 10, enemy.HPBarPosition.Y + 3, Killable, "Killable");
                }

                if (FillEnabled)
                {
                    Unit = enemy;
                    var hpPosNow   = GetHpPosAfterDmg(0);
                    var hpPosAfter = GetHpPosAfterDmg(damage);

                    fillHPBar(hpPosNow, hpPosAfter, new ColorBGRA(Fill.B, Fill.G, Fill.R, 200));

                    //var damagePercentage = ((enemy.Health - damage) > 0 ? (enemy.Health - damage) : 0) / enemy.MaxHealth;
                    //var currentHealthPercentage = enemy.Health / enemy.MaxHealth;

                    //var startPoint = new Vector2(
                    //    (int)(enemy.HPBarPosition.X + BarOffset.X + damagePercentage * Width),
                    //    (int)(enemy.HPBarPosition.Y + BarOffset.Y) - 5);
                    //var endPoint =
                    //    new Vector2(
                    //        (int)(enemy.HPBarPosition.X + BarOffset.X + currentHealthPercentage * Width) + 1,
                    //        (int)(enemy.HPBarPosition.Y + BarOffset.Y) - 5);

                    // Draw the line EloBuddy.Drawing.DrawLine(startPoint, endPoint, Thinkness, Fill);

                    // if (_debugger) Console.WriteLine($"GeassLib: {enemy.Name} {startPoint} {endPoint}");
                }
            }
        }
示例#2
0
        public static IOrderedEnumerable <AIHeroClient> OrderTargets(Spell spell)
        {
            var damageType = spell.DamageType == TargetSelector.DamageType.Physical;

            return(damageType? Heroes.GetEnemies(spell.Range).Where(ValidChampion).OrderBy(hp => hp.Health / hp.PercentArmorMod) : Heroes.GetEnemies(spell.Range).Where(ValidChampion).OrderBy(hp => hp.Health / hp.PercentMagicReduction));
        }