public void AddSkillshot(EvadeSkillshot skillshot, bool isProcessSpell = false, bool triggerEvent = true)
        {
            if (LimitDetectionRange &&
                skillshot.GetPosition().Distance(Player.Instance, true) > (2 * skillshot.SpellData.Range).Pow())
            {
                return;
            }

            if (SkillshotActivationDelay <= 10)
            {
                skillshot.IsActive = true;
            }

            DetectedSkillshots.Add(skillshot);

            if (triggerEvent && EvadeMenu.IsSkillshotEnabled(skillshot))
            {
                if (OnSkillshotDetected != null)
                {
                    OnSkillshotDetected(skillshot, isProcessSpell);
                }

                if (OnUpdateSkillshots != null)
                {
                    OnUpdateSkillshots(skillshot, false, isProcessSpell);
                }
            }
        }
示例#2
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        public static bool IsSkillshotW(EvadeSkillshot skillshot)
        {
            if (!(skillshot is LinearMissileSkillshot))
            {
                return(false);
            }
            var valueBase = SkillshotMenu[skillshot + "/wEvade"];

            return(valueBase != null && valueBase.Cast <CheckBox>().CurrentValue);
        }
示例#3
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        public EvadePlus(SkillshotDetector detector)
        {
            Skillshots = new EvadeSkillshot[] {};
            Polygons = new Geometry.Polygon[] {};
            ClippedPolygons = new List<Geometry.Polygon>();

            SkillshotDetector = detector;
            SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots;
            SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation;
            SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected;
            SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted;

            Player.OnIssueOrder += PlayerOnIssueOrder;
            Game.OnTick += Ontick;
        }
示例#4
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        public EvadePlus(SkillshotDetector detector)
        {
            Skillshots       = new EvadeSkillshot[] {};
            Polygons         = new Geometry.Polygon[] {};
            ClippedPolygons  = new List <Geometry.Polygon>();
            StatusText       = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold));
            StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold));

            SkillshotDetector = detector;
            SkillshotDetector.OnUpdateSkillshots    += OnUpdateSkillshots;
            SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation;
            SkillshotDetector.OnSkillshotDetected   += OnSkillshotDetected;
            SkillshotDetector.OnSkillshotDeleted    += OnSkillshotDeleted;

            Player.OnIssueOrder += PlayerOnIssueOrder;
            Game.OnTick         += Ontick;
            Drawing.OnDraw      += OnDraw;
        }
示例#5
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        public EvadePlus(SkillshotDetector detector)
        {
            Skillshots = new EvadeSkillshot[] {};
            Polygons = new Geometry.Polygon[] {};
            ClippedPolygons = new List<Geometry.Polygon>();
            StatusText = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold));
            StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold));

            SkillshotDetector = detector;
            SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots;
            SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation;
            SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected;
            SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted;

            Player.OnIssueOrder += PlayerOnIssueOrder;
            Game.OnTick += Ontick;
            Drawing.OnDraw += OnDraw;
        }
        public void AddSkillshot(EvadeSkillshot skillshot, bool isProcessSpell = false, bool triggerEvent = true)
        {
            if (LimitDetectionRange && !skillshot.SpellData.IsGlobal &&
                skillshot.GetPosition().Distance(Player.Instance, true) > (2*skillshot.SpellData.Range).Pow())
            {
                return;
            }

            if (SkillshotActivationDelay <= 10)
                skillshot.IsActive = true;

            DetectedSkillshots.Add(skillshot);

            if (triggerEvent && EvadeMenu.IsSkillshotEnabled(skillshot))
            {
                if (OnSkillshotDetected != null)
                    OnSkillshotDetected(skillshot, isProcessSpell);

                if (OnUpdateSkillshots != null)
                    OnUpdateSkillshots(skillshot, false, isProcessSpell);
            }
        }
示例#7
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 private void OnSkillshotActivation(EvadeSkillshot skillshot)
 {
     CacheSkillshots();
 }
示例#8
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 private void OnUpdateSkillshots(EvadeSkillshot skillshot, bool remove, bool isProcessSpell)
 {
     CacheSkillshots();
 }
示例#9
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        public static bool IsSkillshotDrawingEnabled(EvadeSkillshot skillshot)
        {
            var valueBase = SkillshotMenu[skillshot + "/draw"];

            return(valueBase != null && valueBase.Cast <CheckBox>().CurrentValue);
        }
示例#10
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 private void OnSkillshotDeleted(EvadeSkillshot skillshot)
 {
 }
示例#11
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 private void OnSkillshotDetected(EvadeSkillshot skillshot, bool isProcessSpell)
 {
     
 }
示例#12
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 private void OnSkillshotActivation(EvadeSkillshot skillshot)
 {
     CacheSkillshots();
 }
示例#13
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 public static bool IsSkillshotW(EvadeSkillshot skillshot)
 {
     if (skillshot is CircularMissileSkillshot) return false;
     var valueBase = SkillshotMenu[skillshot + "/w"];
     return valueBase != null && valueBase.Cast<CheckBox>().CurrentValue;
 }
示例#14
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 public static bool IsSkillshotDrawingEnabled(EvadeSkillshot skillshot)
 {
     var valueBase = SkillshotMenu[skillshot + "/draw"];
     return valueBase != null && valueBase.Cast<CheckBox>().CurrentValue;
 }
示例#15
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 private void OnSkillshotDetected(EvadeSkillshot skillshot, bool isProcessSpell)
 {
 }
示例#16
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 private void OnSkillshotDeleted(EvadeSkillshot skillshot)
 {
 }
示例#17
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 private void OnUpdateSkillshots(EvadeSkillshot skillshot, bool remove, bool isProcessSpell)
 {
     CacheSkillshots();
 }