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C# Common.Utility类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中LeagueSharp.Common.Utility的典型用法代码示例。如果您正苦于以下问题:C# Utility类的具体用法?C# Utility怎么用?C# Utility使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Utility类属于LeagueSharp.Common命名空间,在下文中一共展示了Utility类的18个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Initialize

 public static void Initialize(Utility.HpBarDamageIndicator.DamageToUnitDelegate damageToUnit)
 {
     _damageToUnit = damageToUnit;
     DrawingColor = Color.Green.ToArgb(150);
     Enabled = true;
     Drawing.OnDraw += OnDrawingDraw;
 }
开发者ID:lukasi273,项目名称:SFX-5.12-update,代码行数:7,代码来源:DamageIndicator.cs


示例2: Initialize

        public static void Initialize(Utility.HpBarDamageIndicator.DamageToUnitDelegate damageToUnit)
        {
            CustomDamageIndicator.damageToUnit = damageToUnit;
            DrawingColor = Color.LawnGreen;
            Enabled = true;

            Drawing.OnDraw += Drawing_OnDraw;
        }
开发者ID:skick1234,项目名称:LeagueSharp,代码行数:8,代码来源:CustomDamageIndicator.cs


示例3: Initialize

 public static void Initialize(Utility.HpBarDamageIndicator.DamageToUnitDelegate damageToUnit)
 {
     // Apply needed field delegate for damage calculation
     _damageToUnit = damageToUnit;
     DrawingColor = Color.Green;
     Enabled = true;
     // Register event handlers
     Drawing.OnDraw += Drawing_OnDraw;
 }
开发者ID:blacky,项目名称:LeagueSharp,代码行数:9,代码来源:DamageIndicator.cs


示例4: DamageIndicator

        public DamageIndicator(Utility.HpBarDamageIndicator.DamageToUnitDelegate _delegate, int range, bool debugger=false)
        {
            DxLine=new Line(DxDevice) {Width=9};
            _debugger=debugger;
            Range=range;
            _damageToUnitDelegate=_delegate;

            LeagueSharp.Drawing.OnDraw+=Drawing_OnDraw;

            LeagueSharp.Drawing.OnPreReset+=DrawingOnOnPreReset;
            LeagueSharp.Drawing.OnPostReset+=DrawingOnOnPostReset;
            AppDomain.CurrentDomain.DomainUnload+=CurrentDomainOnDomainUnload;
            AppDomain.CurrentDomain.ProcessExit+=CurrentDomainOnDomainUnload;
        }
开发者ID:KallenStadtfeldGeass,项目名称:KallenSharp,代码行数:14,代码来源:DamageIndicator.cs


示例5: AltarObject

 public AltarObject(float spawnTime,
     float respawnTime,
     Vector3 position,
     string objectNameAlly,
     string objectNameEnemy,
     Utility.Map.MapType mapType)
 {
     SpawnTime = spawnTime;
     RespawnTime = respawnTime;
     ObjectNameAlly = objectNameAlly;
     ObjectNameEnemy = objectNameEnemy;
     Position = position;
     MinimapPosition = Drawing.WorldToMinimap(Position);
     MapType = mapType;
 }
开发者ID:juan2202,项目名称:LeagueSharp-Standalones,代码行数:15,代码来源:Altars.cs


示例6: Initialize

        public static void Initialize(Utility.HpBarDamageIndicator.DamageToUnitDelegate damageToUnit)
        {
            if (initialized)
                return;

            // Apply needed field delegate for damage calculation
            CustomDamageIndicator.damageToUnit = damageToUnit;
            Color = System.Drawing.Color.Aqua;

            // Register event handlers
            Drawing.OnDraw += Drawing_OnDraw;
            Drawing.OnPreReset += Drawing_OnPreReset;
            Drawing.OnPostReset += Drawing_OnOnPostReset;
            AppDomain.CurrentDomain.DomainUnload += OnProcessExit;
            AppDomain.CurrentDomain.ProcessExit += OnProcessExit;

            initialized = true;
        }
开发者ID:matt184,项目名称:LeagueSharp,代码行数:18,代码来源:CustomDamageIndicator.cs


示例7: GetJungleMobByName

 private JungleMob GetJungleMobByName(string name, Utility.Map.MapType mapType)
 {
     return JungleMobs.Find(jm => jm.Name == name && jm.MapType == mapType);
 }
开发者ID:zjian1013,项目名称:SAwareness,代码行数:4,代码来源:Timers.cs


示例8: GetJungleCampByID

 private JungleCamp GetJungleCampByID(int id, Utility.Map.MapType mapType)
 {
     return JungleCamps.Find(jm => jm.CampId == id && jm.MapType == mapType);
 }
开发者ID:zjian1013,项目名称:SAwareness,代码行数:4,代码来源:Timers.cs


示例9: TryCast

 private void TryCast(Utility.DelayAction.Callback cast)
 {
     Utility.DelayAction.Add(0, cast);
     Utility.DelayAction.Add(100, cast);
     Utility.DelayAction.Add(200, cast);
     Utility.DelayAction.Add(300, cast);
 }
开发者ID:ngothaison,项目名称:HuyNKSDK,代码行数:7,代码来源:Activator.cs


示例10: JungleCamp

 public JungleCamp(String name, GameObjectTeam team, int campId, int spawnTime, int respawnTime,
     Utility.Map.MapType mapType, Vector3 mapPosition, Vector3 minimapPosition, JungleMob[] creeps)
 {
     Name = name;
     Team = team;
     CampId = campId;
     SpawnTime = spawnTime;
     RespawnTime = respawnTime;
     MapType = mapType;
     MapPosition = mapPosition;
     MinimapPosition = minimapPosition;
     Creeps = creeps;
     NextRespawnTime = 0;
     Called = false;
 }
开发者ID:zjian1013,项目名称:SAwareness,代码行数:15,代码来源:Timers.cs


示例11: Camp

 public Camp(string name,
     float spawnTime,
     int respawnTimer,
     Vector3 position,
     List<Mob> mobs,
     Utility.Map.MapType mapType,
     GameObjectTeam team,
     Color colour,
     Timers timer,
     bool isRanged = false,
     int state = 0,
     int respawnTime = 0,
     int lastChangeOnState = 0)
 {
     Name = name;
     SpawnTime = spawnTime;
     RespawnTimer = respawnTimer;
     Position = position;
     MapPosition = Drawing.WorldToScreen(Position);
     MinimapPosition = Drawing.WorldToMinimap(Position);
     Mobs = mobs;
     MapType = mapType;
     Team = team;
     Colour = colour;
     IsRanged = isRanged;
     State = state;
     RespawnTime = respawnTime;
     LastChangeOnState = lastChangeOnState;
     Timer = timer;
 }
开发者ID:fgpmaia123,项目名称:LeagueSharp-27,代码行数:30,代码来源:Jungle.cs


示例12: Camp

            public Camp(string name,
                float spawnTime,
                int respawnTimer,
                Vector3 position,
                List<Mob> mobs,
                Utility.Map.MapType mapType,
                GameObjectTeam team,
                Color colour,
                Timers timer,
                bool isRanged = false,
                int state = 0,
                int respawnTime = 0,
                int lastChangeOnState = 0,
                bool shouldping = true,
                int lastPing = 0)
            {
                Name = name;
                SpawnTime = spawnTime;
                RespawnTimer = respawnTimer;
                Position = position;
                MapPosition = Drawing.WorldToScreen(Position);
                MinimapPosition = Drawing.WorldToMinimap(Position);
                Mobs = mobs;
                MapType = mapType;
                Team = team;
                Colour = colour;
                IsRanged = isRanged;
                State = state;
                RespawnTime = respawnTime;
                LastChangeOnState = lastChangeOnState;
                Timer = timer;
                ShouldPing = shouldping;
                LastPing = lastPing;

                #region Load Text

                TextMinimap = new Render.Text(0, 0, "", Program._menu.Item("timerfontminimap").GetValue<Slider>().Value, Program.White)
                {
                    VisibleCondition =
                        sender =>
                            Program.Timeronminimap && RespawnTime > Environment.TickCount && State == 7,
                    PositionUpdate = delegate
                    {
                        Vector2 v2 = Timer.MinimapPosition;
                        return v2;
                    },
                    TextUpdate = () => Timer.TextOnMinimap,
                    OutLined = false,
                    Centered = true
                };
                TextMinimap.Add();

                TextMap = new Render.Text(0, 0, "", Program._menu.Item("timerfontmap").GetValue<Slider>().Value, Program.White)
                {
                    VisibleCondition =
                        sender =>
                            Program.Timeronmap && RespawnTime > Environment.TickCount && State == 7 && Position.IsOnScreen(),
                    PositionUpdate = delegate
                    {
                        Vector2 v2 = Timer.Position;
                        return v2;
                    },
                    TextUpdate = () => Timer.TextOnMap,
                    OutLined = false,
                    Centered = true
                };
                TextMap.Add();

                #endregion

                //Drawing.OnEndScene += Drawing_OnEndScene;
            }
开发者ID:Backup521,项目名称:Orbwalker,代码行数:72,代码来源:Jungle.cs


示例13: JungleCamp

 public JungleCamp(String name, GameObjectTeam team, int campId, int spawnTime, int respawnTime,
     Utility.Map.MapType mapType, Vector3 mapPosition, Vector3 minimapPosition, JungleMob[] creeps)
 {
     Name = name;
     Team = team;
     CampId = campId;
     SpawnTime = spawnTime;
     RespawnTime = respawnTime;
     MapType = mapType;
     MapPosition = mapPosition;
     MinimapPosition = minimapPosition;
     Creeps = creeps;
     NextRespawnTime = 0;
     Called = false;
     Dead = false;
     Visible = false;
     TextMinimap = new Render.Text(0, 0, "", Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").GetValue<Slider>().Value, new ColorBGRA(Color4.White));
     Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").ValueChanged += JungleCamp_ValueChanged;
     TextMinimap.TextUpdate = delegate
     {
         return (NextRespawnTime - (int)Game.ClockTime).ToString();
     };
     TextMinimap.PositionUpdate = delegate
     {
         Vector2 sPos = Drawing.WorldToMinimap(MinimapPosition);
         return new Vector2(sPos.X, sPos.Y);
     };
     TextMinimap.VisibleCondition = sender =>
     {
         return IsActive() && NextRespawnTime > 0 && MapType == GMap.Type;
     };
     TextMinimap.OutLined = true;
     TextMinimap.Centered = true;
     TextMinimap.Add();
     TextMap = new Render.Text(0, 0, "", (int)(Timer.Timers.GetMenuItem("SAssembliesTimersTextScale").GetValue<Slider>().Value * 3.5), new ColorBGRA(Color4.White));
     TextMap.TextUpdate = delegate
     {
         return (NextRespawnTime - (int)Game.ClockTime).ToString();
     };
     TextMap.PositionUpdate = delegate
     {
         Vector2 sPos = Drawing.WorldToScreen(MapPosition);
         return new Vector2(sPos.X, sPos.Y);
     };
     TextMap.VisibleCondition = sender =>
     {
         return IsActive() && NextRespawnTime > 0 && MapType == GMap.Type;
     };
     TextMap.OutLined = true;
     TextMap.Centered = true;
     TextMap.Add();
 }
开发者ID:BlueSun99,项目名称:SAwarenessBeta,代码行数:52,代码来源:Jungle.cs


示例14: GetJungleMobByName

 private JungleMob GetJungleMobByName(string name, Utility.Map.MapType mapType)
 {
     return JungleMobs.Find(jm => name.Contains(jm.Name) && jm.MapType == mapType);
 }
开发者ID:BlueSun99,项目名称:SAwarenessBeta,代码行数:4,代码来源:Jungle.cs


示例15: JungleCamp

            /// <summary>
            ///     Initializes a new instance of the <see cref="JungleCamp" /> class.
            /// </summary>
            /// <param name="respawnTime">The respawn time.</param>
            /// <param name="position">The position.</param>
            /// <param name="mobNames">The mob names.</param>
            /// <param name="mapType">Type of the map.</param>
            /// <param name="team">The team.</param>
            public JungleCamp(
                int respawnTime,
                Vector3 position,
                string[] mobNames,
                Utility.Map.MapType mapType,
                GameObjectTeam team)
            {
                this.RespawnTime = respawnTime;
                this.Position = position;
                this.MobNames = mobNames;
                this.MapType = mapType;
                this.Team = team;

                this.ObjectsDead = new List<string>();
                this.ObjectsAlive = new List<string>();
            }
开发者ID:fung2650,项目名称:ElBundle,代码行数:24,代码来源:JungleTracker.cs


示例16: Camp

 public Camp(float spawnTime,
     float respawnTime,
     Vector3 position,
     List<Mob> mobs,
     bool isBig,
     Utility.Map.MapType mapType,
     GameObjectTeam team)
 {
     SpawnTime = spawnTime;
     RespawnTime = respawnTime;
     Position = position;
     MinimapPosition = Drawing.WorldToMinimap(Position);
     Mobs = mobs;
     IsBig = isBig;
     MapType = mapType;
     Team = team;
 }
开发者ID:juan2202,项目名称:LeagueSharp-Standalones,代码行数:17,代码来源:Jungle.cs


示例17: RelicObject

 public RelicObject(float spawnTime,
     float respawnTime,
     Vector3 position,
     string objectName,
     Utility.Map.MapType mapType)
 {
     SpawnTime = spawnTime;
     RespawnTime = respawnTime;
     ObjectName = objectName;
     Position = position;
     MinimapPosition = Drawing.WorldToMinimap(Position);
     MapType = mapType;
 }
开发者ID:4859aa,项目名称:LeagueSharp-Dev,代码行数:13,代码来源:Relics.cs


示例18: JungleMob

 public JungleMob(string name, Obj_AI_Minion obj, bool smite, bool buff, bool boss,
     Utility.Map.MapType mapType)
 {
     Name = name;
     Obj = obj;
     Smite = smite;
     Buff = buff;
     Boss = boss;
     MapType = mapType;
 }
开发者ID:zjian1013,项目名称:SAwareness,代码行数:10,代码来源:Timers.cs



注:本文中的LeagueSharp.Common.Utility类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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