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C# Common.PredictionInput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.PredictionInput的典型用法代码示例。如果您正苦于以下问题:C# PredictionInput类的具体用法?C# PredictionInput怎么用?C# PredictionInput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。



PredictionInput类属于LeagueSharp.Common命名空间,在下文中一共展示了PredictionInput类的20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: AnalyzeQ

 public static bool AnalyzeQ(PredictionInput input, PredictionOutput output)
 {
     var posList = new List<Vector3> { ObjectManager.Player.ServerPosition, output.CastPosition };
     var collision = Collision.GetCollision(posList, input);
     var minions = collision.Count(collisionObj => collisionObj.IsMinion);
     return minions > 1;
 }
开发者ID:uio25371555,项目名称:ChewyMoonScripts,代码行数:7,代码来源:SpellCombo.cs


示例2: GetUpdatedPrediction

        /// <summary>
        ///     The get updated prediction.
        /// </summary>
        /// <param name="input">
        ///     The input.
        /// </param>
        /// <returns>
        ///     The <see cref="PredictionOutput" />.
        /// </returns>
        internal static PredictionOutput GetUpdatedPrediction(PredictionInput input)
        {
            if (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
            {
                input.Speed = 90000;
            }

            var toTarget = Vector3.Normalize(input.Unit.ServerPosition - input.From);
            var targetVelocity = CalculateVelocity(
                input.Unit.ServerPosition,
                input.Unit.Path.LastOrDefault(),
                input.Unit.MoveSpeed);

            var a = Vector3.Dot(targetVelocity, targetVelocity) - (input.Speed * input.Speed);
            var b = 2 * Vector3.Dot(targetVelocity, toTarget);
            var c = Vector3.Dot(toTarget, toTarget);

            var p = -b / (2 * a);
            var q = (float)Math.Sqrt((b * b) - 4 * a * c) / (2 * a);

            var theorem1 = p - q;
            var theorem2 = p + q;
            var t = (theorem1 > theorem2 && theorem2 > 0) ? theorem2 : theorem1;

            var result = new PredictionOutput()
                             {
                                 CastPosition = input.Unit.ServerPosition + targetVelocity * (t + input.Delay),
                                 UnitPosition = input.Unit.ServerPosition, Hitchance = HitChance.VeryHigh
                             };

            // Check if the unit position is in range
            if (Math.Abs(input.Range - float.MaxValue) > float.Epsilon)
            {
                if (result.Hitchance >= HitChance.High
                    && input.RangeCheckFrom.Distance(input.Unit.Position, true)
                    > Math.Pow(input.Range + input.Radius * 3 / 4, 2))
                {
                    result.Hitchance = HitChance.Medium;
                }

                if (input.RangeCheckFrom.Distance(result.UnitPosition, true)
                    > Math.Pow(input.Range + (input.Type == SkillshotType.SkillshotCircle ? input.Radius : 0), 2))
                {
                    result.Hitchance = HitChance.OutOfRange;
                }
            }

            // Check for collision
            if (input.Collision)
            {
                var positions = new List<Vector3> { result.UnitPosition, result.CastPosition, input.Unit.Position };
                var originalUnit = input.Unit;
                result.CollisionObjects = Collision.GetCollision(positions, input);
                result.CollisionObjects.RemoveAll(x => x.NetworkId == originalUnit.NetworkId);
                result.Hitchance = result.CollisionObjects.Count > 0 ? HitChance.Collision : result.Hitchance;
            }

            return result;
        }
开发者ID:werdbrian,项目名称:AIO,代码行数:68,代码来源:MovementPrediction.cs


示例3: Game_OnGameLoad

 static void Game_OnGameLoad(EventArgs args)
 {
     if(ObjectManager.Player.ChampionName != "Blitzcrank") return;
     config = new Menu("AutoGrab", "grab", true);
     Menu menuTS = new Menu("Selector: ", "targ");
     SimpleTs.AddToMenu(menuTS);
     config.AddSubMenu(menuTS);
     config.AddItem(new MenuItem("grabem", "Pull While AA'ing")).SetValue(new KeyBind(32, KeyBindType.Press));
     config.AddToMainMenu();
     p = new PredictionInput {Delay = .25f, Radius = 35, Speed = 1800};
     Game.OnGameProcessPacket += Game_OnGameProcessPacket;
 }
开发者ID:blm95,项目名称:LeagueSharp2,代码行数:12,代码来源:Program.cs


示例4: CollisionCheckerino

        static bool CollisionCheckerino(Obj_AI_Hero source, Obj_AI_Hero target, float width)
        {
            var input = new PredictionInput
            {
                Radius = width,
                Unit = source,
            };

            input.CollisionObjects[0] = CollisionableObjects.Heroes;
            input.CollisionObjects[1] = CollisionableObjects.YasuoWall;

            return !Collision.GetCollision(new List<Vector3> { target.ServerPosition }, input).Where(x => x.NetworkId != x.NetworkId).Any();
        }
开发者ID:47110572,项目名称:LeagueSharp-4,代码行数:13,代码来源:Program.cs


示例5: getCollisionMinions

        internal static List<Obj_AI_Base> getCollisionMinions(Obj_AI_Hero source, SharpDX.Vector3 targetPos, float predDelay, float predWidth, float predSpeed)
        {
            var input = new PredictionInput
            {
                Unit = source,
                Radius = predWidth,
                Delay = predDelay,
                Speed = predSpeed,
            };

            input.CollisionObjects[0] = CollisionableObjects.Minions;

            return Collision.GetCollision(new List<SharpDX.Vector3> { targetPos }, input).OrderBy(obj => obj.Distance(source, false)).ToList();
        }
开发者ID:47110572,项目名称:LeagueSharp-11,代码行数:14,代码来源:Func.cs


示例6: GetCollisionMinions

        /// <summary>
        ///     Gets the list of minions currently between the source and target
        /// </summary>
        /// <param name="source">
        ///     The Source
        /// </param>
        /// <param name="targetPosition">
        ///     The Target Position
        /// </param>
        /// <returns>
        ///     The <see cref="List" />.
        /// </returns>
        public static List<Obj_AI_Base> GetCollisionMinions(AIHeroClient source, Vector3 targetPosition)
        {
            var input = new PredictionInput
            {
                Unit = source,
                Radius = SpellManager.Spell[SpellSlot.Q].Width,
                Delay = SpellManager.Spell[SpellSlot.Q].Delay,
                Speed = SpellManager.Spell[SpellSlot.Q].Speed,
                CollisionObjects = new[] { CollisionableObjects.Minions }
            };

            return
                Collision.GetCollision(new List<Vector3> { targetPosition }, input)
                    .OrderBy(x => x.Distance(source))
                    .ToList();
        }
开发者ID:Xelamats,项目名称:PortAIO,代码行数:28,代码来源:Helper.cs


示例7: QGetCollisionMinions

        public static IEnumerable<Obj_AI_Base> QGetCollisionMinions(Vector3 source, Vector3 targetposition, float width, float range, CollisionableObjects[] collisionObjects)
        {
            PredictionInput input = new PredictionInput {From = source, Radius = width, Range = range};

            if (collisionObjects.Length > 0)
            {
                for (int i = 0; collisionObjects.Length != 0; i ++)
                {
                    input.CollisionObjects[i] = collisionObjects[i];
                }
            }
            else
            {
                input.CollisionObjects[0] = CollisionableObjects.Minions;
            }

            return
                Collision.GetCollision(new List<Vector3> {targetposition}, input).OrderBy(obj => obj.Distance(source)).ToList();
        }
开发者ID:AwkwardDev,项目名称:LeagueSharp2,代码行数:19,代码来源:Combos.cs


示例8: GetPrediction

				public static PredictionOutput GetPrediction(PredictionInput input) {
					var mainTargetPrediction = Prediction.GetPrediction(input, false, true);
					var posibleTargets = new List<PossibleTarget>
				{
					new PossibleTarget { Position = mainTargetPrediction.UnitPosition.To2D(), Unit = input.Unit }
				};

					if (mainTargetPrediction.Hitchance >= HitChance.Medium)
					{
						//Add the posible targets  in range:
						posibleTargets.AddRange(GetPossibleTargets(input));
					}

					if (posibleTargets.Count > 1)
					{
						var candidates = new List<Vector2>();

						foreach (var target in posibleTargets)
						{
							target.Position = target.Position - input.From.To2D();
						}

						for (var i = 0; i < posibleTargets.Count; i++)
						{
							for (var j = 0; j < posibleTargets.Count; j++)
							{
								if (i != j)
								{
									var p = (posibleTargets[i].Position + posibleTargets[j].Position) * 0.5f;
									if (!candidates.Contains(p))
									{
										candidates.Add(p);
									}
								}
							}
						}

						var bestCandidateHits = -1;
						var bestCandidate = new Vector2();
						var positionsList = posibleTargets.Select(t => t.Position).ToList();

						foreach (var candidate in candidates)
						{
							var hits = GetHits(candidate, input.Range, input.Radius, positionsList);
							if (hits > bestCandidateHits)
							{
								bestCandidate = candidate;
								bestCandidateHits = hits;
							}
						}

						bestCandidate = bestCandidate + input.From.To2D();

						if (bestCandidateHits > 1 && input.From.To2D().Distance(bestCandidate, true) > 50 * 50)
						{
							return new PredictionOutput
							{
								Hitchance = mainTargetPrediction.Hitchance,
								_aoeTargetsHitCount = bestCandidateHits,
								UnitPosition = mainTargetPrediction.UnitPosition,
								CastPosition = bestCandidate.To3D(),
								Input = input
							};
						}
					}
					return mainTargetPrediction;
				}
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:67,代码来源:OKTWPrediction.cs


示例9: GetPossibleTargets

			internal static List<PossibleTarget> GetPossibleTargets(PredictionInput input) {
				var result = new List<PossibleTarget>();
				var originalUnit = input.Unit;
				foreach (var enemy in
					HeroManager.Enemies.FindAll(
						h =>
							h.NetworkId != originalUnit.NetworkId &&
							h.IsValidTarget((input.Range + 200 + input.RealRadius), true, input.RangeCheckFrom)))
				{
					input.Unit = enemy;
					var prediction = Prediction.GetPrediction(input, false, false);
					if (prediction.Hitchance >= HitChance.High)
					{
						result.Add(new PossibleTarget { Position = prediction.UnitPosition.To2D(), Unit = enemy });
					}
				}
				return result;
			}
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:18,代码来源:OKTWPrediction.cs


示例10: GetPositionOnPath

			internal static PredictionOutput GetPositionOnPath(PredictionInput input, List<Vector2> path, float speed = -1) {
				speed = (Math.Abs(speed - (-1)) < float.Epsilon) ? input.Unit.MoveSpeed : speed;

				if (path.Count <= 1)
				{
					return new PredictionOutput
					{
						Input = input,
						UnitPosition = input.Unit.ServerPosition,
						CastPosition = input.Unit.ServerPosition,
						Hitchance = HitChance.VeryHigh
					};
				}

				var pLength = path.PathLength();

				//Skillshots with only a delay
				if (pLength >= input.Delay * speed - input.RealRadius && Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
				{
					var tDistance = input.Delay * speed - input.RealRadius;

					for (var i = 0; i < path.Count - 1; i++)
					{
						var a = path[i];
						var b = path[i + 1];
						var d = a.Distance(b);

						if (d >= tDistance)
						{
							var direction = (b - a).Normalized();

							var cp = a + direction * tDistance;
							var p = a +
									direction *
									((i == path.Count - 2)
										? Math.Min(tDistance + input.RealRadius, d)
										: (tDistance + input.RealRadius));

							return new PredictionOutput
							{
								Input = input,
								CastPosition = cp.To3D(),
								UnitPosition = p.To3D(),
								Hitchance = HitChance.High
							};
						}

						tDistance -= d;
					}
				}

				//Skillshot with a delay and speed.
				if (pLength >= input.Delay * speed - input.RealRadius &&
					Math.Abs(input.Speed - float.MaxValue) > float.Epsilon)
				{
					var d = input.Delay * speed - input.RealRadius;
					if (input.Type == SkillshotType.SkillshotLine || input.Type == SkillshotType.SkillshotCone)
					{
						if (input.From.Distance(input.Unit.ServerPosition, true) < 200 * 200)
						{
							d = input.Delay * speed;
						}
					}

					path = path.CutPath(d);
					var tT = 0f;
					for (var i = 0; i < path.Count - 1; i++)
					{
						var a = path[i];
						var b = path[i + 1];
						var tB = a.Distance(b) / speed;
						var direction = (b - a).Normalized();
						a = a - speed * tT * direction;
						var sol = Geometry.VectorMovementCollision(a, b, speed, input.From.To2D(), input.Speed, tT);
						var t = (float)sol[0];
						var pos = (Vector2)sol[1];

						if (pos.IsValid() && t >= tT && t <= tT + tB)
						{
							if (pos.Distance(b, true) < 20)
								break;
							var p = pos + input.RealRadius * direction;

							if (input.Type == SkillshotType.SkillshotLine && false)
							{
								var alpha = (input.From.To2D() - p).AngleBetween(a - b);
								if (alpha > 30 && alpha < 180 - 30)
								{
									var beta = (float)Math.Asin(input.RealRadius / p.Distance(input.From));
									var cp1 = input.From.To2D() + (p - input.From.To2D()).Rotated(beta);
									var cp2 = input.From.To2D() + (p - input.From.To2D()).Rotated(-beta);

									pos = cp1.Distance(pos, true) < cp2.Distance(pos, true) ? cp1 : cp2;
								}
							}

							return new PredictionOutput
							{
								Input = input,
								CastPosition = pos.To3D(),
//.........这里部分代码省略.........
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:101,代码来源:OKTWPrediction.cs


示例11: GetImmobilePrediction

			internal static PredictionOutput GetImmobilePrediction(PredictionInput input, double remainingImmobileT) {
				var timeToReachTargetPosition = input.Delay + input.Unit.Distance(input.From) / input.Speed;

				if (timeToReachTargetPosition <= remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed)
				{
					return new PredictionOutput
					{
						CastPosition = input.Unit.ServerPosition,
						UnitPosition = input.Unit.Position,
						Hitchance = HitChance.Immobile
					};
				}

				return new PredictionOutput
				{
					Input = input,
					CastPosition = input.Unit.ServerPosition,
					UnitPosition = input.Unit.ServerPosition,
					Hitchance = HitChance.High
					/*timeToReachTargetPosition - remainingImmobileT + input.RealRadius / input.Unit.MoveSpeed < 0.4d ? HitChance.High : HitChance.Medium*/
				};
			}
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:22,代码来源:OKTWPrediction.cs


示例12: WayPointAnalysis

			internal static PredictionOutput WayPointAnalysis(PredictionOutput result, PredictionInput input) {

				if (!input.Unit.IsValid<Obj_AI_Hero>() || input.Radius == 1)
				{
					result.Hitchance = HitChance.VeryHigh;
					return result;
				}

				//Program.debug("PRED: FOR CHAMPION " + input.Unit.BaseSkinName);

				// CAN'T MOVE SPELLS ///////////////////////////////////////////////////////////////////////////////////

				if (UnitTracker.GetSpecialSpellEndTime(input.Unit) > 0 || input.Unit.HasBuff("Recall"))
				{

					result.Hitchance = HitChance.VeryHigh;
					return result;

				}

				// PREPARE MATH ///////////////////////////////////////////////////////////////////////////////////

				result.Hitchance = HitChance.Medium;

				var lastWaypiont = input.Unit.GetWaypoints().Last().To3D();
				var distanceUnitToWaypoint = lastWaypiont.Distance(input.Unit.ServerPosition);
				var distanceFromToUnit = input.From.Distance(input.Unit.ServerPosition);
				var distanceFromToWaypoint = lastWaypiont.Distance(input.From);

				float speedDelay = distanceFromToUnit / input.Speed;

				if (Math.Abs(input.Speed - float.MaxValue) < float.Epsilon)
					speedDelay = 0;
				else
					speedDelay = distanceFromToUnit / input.Speed;

				float totalDelay = speedDelay + input.Delay;
				float moveArea = input.Unit.MoveSpeed * totalDelay;
				float fixRange = moveArea * 0.5f;
				double angleMove = 30 + (input.Radius / 13) - (totalDelay * 2);
				float backToFront = moveArea * 1.5f;
				float pathMinLen = 1000f;

				if (UnitTracker.GetLastNewPathTime(input.Unit) < 0.1d)
				{
					pathMinLen = 700f + backToFront;
					result.Hitchance = HitChance.High;
				}

				if (input.Type == SkillshotType.SkillshotCircle)
				{
					fixRange -= input.Radius / 2;
				}

				// SPAM CLICK ///////////////////////////////////////////////////////////////////////////////////

				if (UnitTracker.PathCalc(input.Unit))
				{
					if (distanceFromToUnit < input.Range - fixRange)
					{
						result.Hitchance = HitChance.VeryHigh;
						return result;
					}

					result.Hitchance = HitChance.High;
					return result;
				}

				// NEW VISABLE ///////////////////////////////////////////////////////////////////////////////////

				if (UnitTracker.GetLastVisableTime(input.Unit) < 0.08d)
				{
					result.Hitchance = HitChance.Medium;
					return result;
				}

				// SPECIAL CASES ///////////////////////////////////////////////////////////////////////////////////

				if (distanceFromToUnit < 300 || distanceFromToWaypoint < 200)
				{
					result.Hitchance = HitChance.VeryHigh;
					return result;

				}

				// LONG CLICK DETECTION ///////////////////////////////////////////////////////////////////////////////////

				if (distanceUnitToWaypoint > pathMinLen)
				{
					result.Hitchance = HitChance.VeryHigh;
					return result;
				}

				// RUN IN LANE DETECTION ///////////////////////////////////////////////////////////////////////////////////

				if (distanceFromToWaypoint > distanceFromToUnit + fixRange && GetAngle(input.From, input.Unit) < angleMove)
				{
					result.Hitchance = HitChance.VeryHigh;
					return result;
				}
//.........这里部分代码省略.........
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:101,代码来源:OKTWPrediction.cs


示例13: AssistedQLogic

 private Vector3 AssistedQLogic(out int hits)
 {
     try
     {
         if (Ball.IsMoving)
         {
             hits = 0;
             return Vector3.Zero;
         }
         var center = Vector2.Zero;
         float radius = -1;
         var count = 0;
         var range = (Q.Range + R.Width) * 1.5f;
         var input = new PredictionInput
         {
             Collision = false,
             From = Ball.Position,
             RangeCheckFrom = Ball.Position,
             Delay = (Q.Delay + R.Delay) - 0.1f,
             Range = Q.Range + R.Width / 2f,
             Speed = Q.Speed,
             Radius = R.Width,
             Type = R.Type
         };
         var points = new List<Vector2>();
         foreach (var enemy in GameObjects.EnemyHeroes.Where(t => t.IsValidTarget(range)))
         {
             input.Unit = enemy;
             var pred = Prediction.GetPrediction(input);
             if (pred.Hitchance >= HitChance.Low)
             {
                 points.Add(pred.UnitPosition.To2D());
             }
         }
         if (points.Any())
         {
             var possibilities = ListExtensions.ProduceEnumeration(points).Where(p => p.Count > 1).ToList();
             if (possibilities.Any())
             {
                 foreach (var possibility in possibilities)
                 {
                     var mec = MEC.GetMec(possibility);
                     if (mec.Radius < R.Width && Player.Distance(mec.Center) < range)
                     {
                         if (possibility.Count > count || possibility.Count == count && mec.Radius < radius)
                         {
                             center = mec.Center;
                             radius = mec.Radius;
                             count = possibility.Count;
                         }
                     }
                 }
                 if (!center.Equals(Vector2.Zero))
                 {
                     hits = count;
                     return center.To3D();
                 }
             }
             var dTarget = GameObjects.EnemyHeroes.FirstOrDefault(t => t.IsValidTarget(range));
             if (dTarget != null)
             {
                 hits = 1;
                 return dTarget.Position;
             }
         }
     }
     catch (Exception ex)
     {
         Global.Logger.AddItem(new LogItem(ex));
     }
     hits = 0;
     return Vector3.Zero;
 }
开发者ID:k88173,项目名称:LeagueSharp-Dev,代码行数:73,代码来源:Orianna.cs


示例14: OnWaveClear

        public static void OnWaveClear()
        {
            // Mana check
            if (player.ManaPercentage() < Config.SliderLinks["waveMana"].Value.Value)
                return;

            // Check spells
            if (!Q.IsEnabledAndReady(Mode.WAVE) && !E.IsEnabledAndReady(Mode.WAVE))
                return;

            // Minions around
            var minions = MinionManager.GetMinions(Q.Range, MinionTypes.All, MinionTeam.Enemy, MinionOrderTypes.MaxHealth);
            if (minions.Count == 0)
                return;

            // Q usage
            if (Q.IsEnabledAndReady(Mode.WAVE) && !player.IsDashing())
            {
                int hitNumber = Config.SliderLinks["waveNumQ"].Value.Value;

                // Validate available minions
                if (minions.Count >= hitNumber)
                {
                    // Get only killable minions
                    var killable = minions.Where(m => m.Health < Q.GetDamage(m));
                    if (killable.Count() > 0)
                    {
                        // Prepare prediction input for Collision check
                        var input = new PredictionInput()
                        {
                            From = Q.From,
                            Collision = Q.Collision,
                            Delay = Q.Delay,
                            Radius = Q.Width,
                            Range = Q.Range,
                            RangeCheckFrom = Q.RangeCheckFrom,
                            Speed = Q.Speed,
                            Type = Q.Type,
                            CollisionObjects = new[] { CollisionableObjects.Heroes, CollisionableObjects.Minions, CollisionableObjects.YasuoWall }
                        };

                        // Helpers
                        var currentHitNumber = 0;
                        var castPosition = Vector3.Zero;

                        // Validate the collision
                        foreach (var target in killable)
                        {
                            // Update unit in the input
                            input.Unit = target;

                            // Get colliding objects
                            var colliding = LeagueSharp.Common.Collision.GetCollision(new List<Vector3>() { player.ServerPosition.Extend(Prediction.GetPrediction(input).UnitPosition, Q.Range) }, input)
                                .MakeUnique()
                                .OrderBy(e => e.Distance(player, true))
                                .ToList();

                            // Validate collision
                            if (colliding.Count >= hitNumber && !colliding.Contains(player))
                            {
                                // Calculate hit number
                                int i = 0;
                                foreach (var collide in colliding)
                                {
                                    // Break loop here since we can't kill the target
                                    if (Q.GetDamage(collide) < collide.Health)
                                    {
                                        if (currentHitNumber < i && i >= hitNumber)
                                        {
                                            currentHitNumber = i;
                                            castPosition = Q.GetPrediction(collide).CastPosition;
                                        }
                                        break;
                                    }

                                    // Increase hit count
                                    i++;
                                }
                            }
                        }

                        // Check if we have a valid target with enough targets being killed
                        if (castPosition != Vector3.Zero)
                        {
                            if (Q.Cast(castPosition))
                                return;
                        }
                    }
                }
            }

            // General E usage
            if (E.IsEnabledAndReady(Mode.WAVE))
            {
                int hitNumber = Config.SliderLinks["waveNumE"].Value.Value;

                // Get minions in E range
                var minionsInRange = minions.Where(m => E.IsInRange(m));

                // Validate available minions
//.........这里部分代码省略.........
开发者ID:Marco727,项目名称:Kalista-X-Class,代码行数:101,代码来源:ActiveModes.cs


示例15: GetCollisionMinions

        /// <summary>
        ///     Gets the collision minions
        /// </summary>
        /// <param name="source">
        ///     the source
        /// </param>
        /// <param name="targetPosition">
        ///     the target position
        /// </param>
        /// <returns>
        ///     The list of minions
        /// </returns>
        private IEnumerable<Obj_AI_Base> GetCollisionMinions(Obj_AI_Base source, Vector3 targetPosition)
        {
            var input = new PredictionInput
                            {
                                Unit = source, Radius = this.spells[SpellSlot.Q].Width, 
                                Delay = this.spells[SpellSlot.Q].Delay, Speed = this.spells[SpellSlot.Q].Speed
                            };

            input.CollisionObjects[0] = CollisionableObjects.Minions;

            return
                Collision.GetCollision(new List<Vector3> { targetPosition }, input)
                    .OrderBy(obj => obj.Distance(source))
                    .ToList();
        }
开发者ID:47110572,项目名称:JabbaRepo,代码行数:27,代码来源:Kalista.cs


示例16: GetCollision

			/// <summary>
			///     Returns the list of the units that the skillshot will hit before reaching the set positions.
			/// </summary>
			public static List<Obj_AI_Base> GetCollision(List<Vector3> positions, PredictionInput input) {
				var result = new List<Obj_AI_Base>();
				foreach (var position in positions)
				{
					foreach (var objectType in input.CollisionObjects)
					{
						switch (objectType)
						{
							case CollisionableObjects.Minions:
								foreach (var minion in ObjectManager.Get<Obj_AI_Minion>().Where(minion =>
												minion.IsValidTarget(Math.Min(input.Range + input.Radius + 100, 2000), true, input.From)))
								{
									input.Unit = minion;
									if (minion.Path.Count() > 0)
									{
										var minionPrediction = Prediction.GetPrediction(input, true, false);

										if (minionPrediction.CastPosition.To2D().Distance(input.From.To2D(), position.To2D(), true, true) <= Math.Pow((input.Radius + 20 + minion.Path.Count() * minion.BoundingRadius), 2))
										{
											result.Add(minion);
										}
									}
									else
									{
										var bonus = 30;
										if (minion.ServerPosition.To2D().Distance(input.From.To2D()) < input.Radius)
											result.Add(minion);
										else if (minion.ServerPosition.To2D().Distance(input.From.To2D(), position.To2D(), true, true) <=
											Math.Pow((input.Radius + bonus + minion.BoundingRadius), 2))
										{
											result.Add(minion);
										}
									}
								}
								break;
							case CollisionableObjects.Heroes:
								foreach (var hero in
									HeroManager.Enemies.FindAll(
										hero =>
											hero.IsValidTarget(
												Math.Min(input.Range + input.Radius + 100, 2000), true, input.RangeCheckFrom))
									)
								{
									input.Unit = hero;
									var prediction = Prediction.GetPrediction(input, false, false);
									if (
										prediction.UnitPosition.To2D()
											.Distance(input.From.To2D(), position.To2D(), true, true) <=
										Math.Pow((input.Radius + 50 + hero.BoundingRadius), 2))
									{
										result.Add(hero);
									}
								}
								break;

							case CollisionableObjects.Walls:
								var step = position.Distance(input.From) / 20;
								for (var i = 0; i < 20; i++)
								{
									var p = input.From.To2D().Extend(position.To2D(), step * i);
									if (NavMesh.GetCollisionFlags(p.X, p.Y).HasFlag(CollisionFlags.Wall))
									{
										result.Add(ObjectManager.Player);
									}
								}
								break;
						}
					}
				}
				return result.Distinct().ToList();
			}
开发者ID:rickson22,项目名称:LeagueSharp,代码行数:74,代码来源:OKTWPrediction.cs


示例17: ELogic

        private bool ELogic(Obj_AI_Hero mainTarget, List<Obj_AI_Base> targets, HitChance hitChance, int minHits)
        {
            try
            {
                var input = new PredictionInput
                {
                    Range = ELength,
                    Delay = E.Delay,
                    Radius = E.Width,
                    Speed = E.Speed,
                    Type = E.Type
                };
                var input2 = new PredictionInput
                {
                    Range = E.Range + ELength,
                    Delay = E.Delay,
                    Radius = E.Width,
                    Speed = E.Speed,
                    Type = E.Type
                };
                var startPos = Vector3.Zero;
                var endPos = Vector3.Zero;
                var hits = 0;
                targets = targets.Where(t => t.IsValidTarget(E.Range + ELength + E.Width * 1.1f)).ToList();
                var targetCount = targets.Count;

                foreach (var target in targets)
                {
                    bool containsTarget;
                    var lTarget = target;
                    if (target.Distance(Player.Position) <= E.Range)
                    {
                        containsTarget = mainTarget == null || lTarget.NetworkId == mainTarget.NetworkId;
                        var cCastPos = target.Position;
                        foreach (var t in targets.Where(t => t.NetworkId != lTarget.NetworkId))
                        {
                            var count = 1;
                            var cTarget = t;
                            input.Unit = t;
                            input.From = cCastPos;
                            input.RangeCheckFrom = cCastPos;
                            var pred = Prediction.GetPrediction(input);
                            if (pred.Hitchance >= (hitChance - 1))
                            {
                                count++;
                                if (!containsTarget)
                                {
                                    containsTarget = t.NetworkId == mainTarget.NetworkId;
                                }
                                var rect = new Geometry.Polygon.Rectangle(
                                    cCastPos.To2D(), cCastPos.Extend(pred.CastPosition, ELength).To2D(), E.Width);
                                foreach (var c in
                                    targets.Where(
                                        c => c.NetworkId != cTarget.NetworkId && c.NetworkId != lTarget.NetworkId))
                                {
                                    input.Unit = c;
                                    var cPredPos = c.Type == GameObjectType.obj_AI_Minion
                                        ? c.Position
                                        : Prediction.GetPrediction(input).UnitPosition;
                                    if (
                                        new Geometry.Polygon.Circle(
                                            cPredPos,
                                            (c.Type == GameObjectType.obj_AI_Minion && c.IsMoving
                                                ? (c.BoundingRadius / 2f)
                                                : (c.BoundingRadius) * 0.9f)).Points.Any(p => rect.IsInside(p)))
                                    {
                                        count++;
                                        if (!containsTarget && c.NetworkId == mainTarget.NetworkId)
                                        {
                                            containsTarget = true;
                                        }
                                    }
                                }
                                if (count > hits && containsTarget)
                                {
                                    hits = count;
                                    startPos = cCastPos;
                                    endPos = cCastPos.Extend(pred.CastPosition, ELength);
                                    if (hits == targetCount)
                                    {
                                        break;
                                    }
                                }
                            }
                        }
                        if (endPos.Equals(Vector3.Zero) && containsTarget)
                        {
                            startPos = target.IsFacing(Player) && IsSpellUpgraded(E)
                                ? Player.Position.Extend(cCastPos, Player.Distance(cCastPos) - (ELength / 10f))
                                : cCastPos;
                            endPos = Player.Position.Extend(cCastPos, ELength);
                            hits = 1;
                        }
                    }
                    else
                    {
                        input2.Unit = lTarget;
                        var castPos = Prediction.GetPrediction(input2).CastPosition;
                        var sCastPos = Player.Position.Extend(castPos, E.Range);

//.........这里部分代码省略.........
开发者ID:juan2202,项目名称:LeagueSharp-Standalones,代码行数:101,代码来源:Viktor.cs


示例18: Execute

        public override void Execute()
        {
            // Jodus please...
            //if (Player.ManaPercent < Settings.MinMana)
            if (((Player.Mana / Player.MaxMana) * 100) < Settings.MinMana)
            {
                return;
            }

            // Precheck
            if (!(Settings.UseQ && Q.IsReady()) &&
                !(Settings.UseE && E.IsReady()))
            {
                return;
            }

            // Minions around
            var minions = MinionManager.GetMinions(Q.Range, MinionTypes.All, MinionTeam.Enemy, MinionOrderTypes.MaxHealth);
            if (minions.Count == 0)
            {
                return;
            }

            #region Q usage

            if (Settings.UseQ && Q.IsReady() && !Player.IsDashing())
            {
                // Validate available minions
                if (minions.Count >= Settings.MinNumberQ)
                {
                    // Get only killable minions
                    var killable = minions.Where(m => m.Health < Q.GetDamage(m));
                    if (killable.Count() > 0)
                    {
                        // Prepare prediction input for Collision check
                        var input = new PredictionInput()
                        {
                            From = Q.From,
                            Collision = Q.Collision,
                            Delay = Q.Delay,
                            Radius = Q.Width,
                            Range = Q.Range,
                            RangeCheckFrom = Q.RangeCheckFrom,
                            Speed = Q.Speed,
                            Type = Q.Type,
                            CollisionObjects = new[] { CollisionableObjects.Heroes, CollisionableObjects.Minions, CollisionableObjects.YasuoWall }
                        };

                        // Helpers
                        var currentHitNumber = 0;
                        var castPosition = Vector3.Zero;

                        // Validate the collision
                        foreach (var target in killable)
                        {
                            // Update unit in the input
                            input.Unit = target;

                            // Get colliding objects
                            var colliding = LeagueSharp.Common.Collision.GetCollision(new List<Vector3>() { Player.ServerPosition.Extend(Prediction.GetPrediction(input).UnitPosition, Q.Range) }, input)
                                .MakeUnique()
                                .OrderBy(e => e.Distance(Player, true))
                                .ToList();

                            // Validate collision
                            if (colliding.Count >= Settings.MinNumberQ && !colliding.Contains(Player))
                            {
                                // Calculate hit number
                                int i = 0;
                                foreach (var collide in colliding)
                                {
                                    // Break loop here since we can't kill the target
                                    if (Q.GetDamage(collide) < collide.Health)
                                    {
                                        if (currentHitNumber < i && i >= Settings.MinNumberQ)
                                        {
                                            currentHitNumber = i;
                                            castPosition = Q.GetPrediction(collide).CastPosition;
                                        }
                                        break;
                                    }

                                    // Increase hit count
                                    i++;
                                }
                            }
                        }

                        // Check if we have a valid target with enough targets being killed
                        if (castPosition != Vector3.Zero)
                        {
                            if (Q.Cast(castPosition))
                                return;
                        }
                    }
                }
            }

            #endregion

//.........这里部分代码省略.........
开发者ID:koolkaracter,项目名称:LeagueSharp,代码行数:101,代码来源:WaveClear.cs


示例19: GetDashingPrediction

			internal static PredictionOutput GetDashingPrediction(PredictionInput input) {
				var dashData = input.Unit.GetDashInfo();
				var result = new PredictionOutput { Input = input };
				//Normal dashes.
				if (!dashData.IsBlink)
				{
					//Mid air:
					var endP = dashData.Path.Last();
					var dashPred = GetPositionOnPath(
						input, new List<Vector2> { input.Unit.ServerPosition.To2D(), endP }, dashData.Speed);
					if (dashPred.Hitchance >= HitChance.High && dashPred.UnitP 

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C# Common.Spell类代码示例发布时间:2022-05-26
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