public static void track() { bool stay_in_loop = true; bool restart = true; double tol_pos_x = 100; double tol_pos_y = 300; int X_1 = -1; int X_2 = -1; int X_3 = -1; int X_4 = -1; int X_5 = -1; int X_6 = -1; int Y_1 = -1; int Y_2 = -1; int Y_3 = -1; int Y_4 = -1; int Y_5 = -1; int Y_6 = -1; while (stay_in_loop) { X_1 = X_2; Y_1 = Y_2; X_2 = X_3; Y_2 = Y_3; X_3 = X_4; Y_3 = Y_4; X_4 = X_5; Y_4 = Y_5; X_5 = X_6; Y_5 = Y_6; X_6 = Cursor.Position.X; Y_6 = Cursor.Position.Y; if (X_1 == -1 || X_2 == -1 || X_3 == -1 || X_4 == -1 || X_5 == -1 || X_6 == -1 || Y_1 == -1 || Y_2 == -2 || Y_3 == -1 || Y_4 == -1 || Y_5 == -1 || Y_6 == -1) { restart = true; } else { restart = false; } //FIXATION PATTERN if (!restart && (((Math.Abs(X_2 - X_1) < tol_pos_x) && (Math.Abs(X_3 - X_1) < tol_pos_x) && (Math.Abs(X_4 - X_1) < tol_pos_x) && (Math.Abs(X_5 - X_1) < tol_pos_x) && (Math.Abs(X_6 - X_1) < tol_pos_x) && (Math.Abs(X_3 - X_2) < tol_pos_x) && (Math.Abs(X_4 - X_2) < tol_pos_x) && (Math.Abs(X_5 - X_2) < tol_pos_x) && (Math.Abs(X_6 - X_2) < tol_pos_x) && (Math.Abs(X_4 - X_3) < tol_pos_x) && (Math.Abs(X_5 - X_3) < tol_pos_x) && (Math.Abs(X_6 - X_3) < tol_pos_x) && (Math.Abs(X_5 - X_4) < tol_pos_x) && (Math.Abs(X_6 - X_4) < tol_pos_x) && (Math.Abs(X_6 - X_5) < tol_pos_x) // EN Y && (Math.Abs(Y_2 - Y_1) < tol_pos_y) && (Math.Abs(Y_3 - Y_1) < tol_pos_y) && (Math.Abs(Y_4 - Y_1) < tol_pos_y) && (Math.Abs(Y_5 - Y_1) < tol_pos_y) && (Math.Abs(Y_6 - Y_1) < tol_pos_y) && (Math.Abs(Y_3 - Y_2) < tol_pos_y) && (Math.Abs(Y_4 - Y_2) < tol_pos_y) && (Math.Abs(Y_5 - Y_2) < tol_pos_y) && (Math.Abs(Y_6 - Y_2) < tol_pos_y) && (Math.Abs(Y_4 - Y_3) < tol_pos_y) && (Math.Abs(Y_5 - Y_3) < tol_pos_y) && (Math.Abs(Y_6 - Y_3) < tol_pos_y) && (Math.Abs(Y_5 - Y_4) < tol_pos_y) && (Math.Abs(Y_6 - Y_4) < tol_pos_y) && (Math.Abs(Y_6 - Y_5) < tol_pos_y)) || ((Math.Abs(X_2 - X_1) < tol_pos_x) && (Math.Abs(X_3 - X_1) < tol_pos_x) && (Math.Abs(X_4 - X_1) < tol_pos_x) && (Math.Abs(X_5 - X_1) < tol_pos_x) && (Math.Abs(X_6 - X_1) < tol_pos_x) && (Math.Abs(X_3 - X_2) < tol_pos_x) && (Math.Abs(X_4 - X_2) < tol_pos_x) && (Math.Abs(X_5 - X_2) < tol_pos_x) && (Math.Abs(X_6 - X_2) < tol_pos_x) && (Math.Abs(X_4 - X_3) < tol_pos_x) && (Math.Abs(X_5 - X_3) < tol_pos_x) && (Math.Abs(X_6 - X_3) < tol_pos_x) && (Math.Abs(X_5 - X_4) < tol_pos_x) && (Math.Abs(X_6 - X_4) < tol_pos_x) && (Math.Abs(X_6 - X_5) < tol_pos_x) && (Math.Abs(Y_2 - Y_1) < tol_pos_y) && (Math.Abs(Y_3 - Y_2) < tol_pos_y) && (Math.Abs(Y_4 - Y_3) < tol_pos_y) && (Math.Abs(Y_5 - Y_4) < tol_pos_y) && (Math.Abs(Y_6 - Y_5) < tol_pos_y))) ) { MouseActions.DoMouseClick((X_1 + X_2 + X_3 + X_4 + X_5 + X_6) / 6, (Y_1 + Y_2 + Y_3 + Y_4 + Y_5 + Y_6) / 6); System.Threading.Thread.Sleep(1000); X_1 = -1; Y_1 = -1; X_2 = -1; Y_2 = -1; X_3 = -1; Y_3 = -1; X_4 = -1; Y_4 = -1; X_5 = -1; Y_5 = -1; X_6 = -1; Y_6 = -1; } System.Threading.Thread.Sleep(200); } }