프로퍼티 | 타입 | 설명 |
---|
메소드 | 설명 | |
---|---|---|
CalculateEvadeTime ( ) : void | ||
CanHeroWalkToPos ( System.Vector2 pos, float speed, float delay, float extraDist, bool useServerPosition = true ) : AdEvade.Data.PositionInfo | ||
CheckMovePath ( System.Vector2 movePos, float extraDelay ) : bool | ||
CheckMoveToDirection ( System.Vector2 from, System.Vector2 movePos, float extraDelay ) : bool | ||
CheckPathCollision ( Obj_AI_Base unit, System.Vector2 movePos ) : bool | ||
CheckPointCollision ( Obj_AI_Base unit, System.Vector2 movePos ) : bool | ||
CheckWindupTime ( float windupTime ) : bool | ||
CompareFastestPosition ( AdEvade.Data.Spells.Spell spell, System.Vector2 start, System.Vector2 movePos ) : float | ||
GetBestPosition ( ) : AdEvade.Data.PositionInfo | ||
GetBestPositionBlink ( ) : AdEvade.Data.PositionInfo | ||
GetBestPositionDash ( AdEvade.Data.EvadeSpells.EvadeSpellData spell ) : AdEvade.Data.PositionInfo | ||
GetBestPositionMovementBlock ( System.Vector2 movePos ) : AdEvade.Data.PositionInfo | ||
GetBestPositionTargetedDash ( AdEvade.Data.EvadeSpells.EvadeSpellData spell ) : AdEvade.Data.PositionInfo | ||
GetBestPositionTest ( ) : IOrderedEnumerable |
||
GetClosestDistanceApproach ( AdEvade.Data.Spells.Spell spell, System.Vector2 pos, float speed, float delay, System.Vector2 heroPos, float extraDist ) : float | ||
GetCombinedIntersectionDistance ( System.Vector2 movePos ) : float | ||
GetExtendedPositions ( System.Vector2 from, System.Vector2 to, float extendDistance ) : List |
||
GetExtendedSafePosition ( System.Vector2 from, System.Vector2 to, float extendDistance ) : System.Vector2 | ||
GetFastestPosition ( AdEvade.Data.Spells.Spell spell ) : System.Vector2 | ||
GetFastestPositions ( ) : List |
||
GetIntersectDistance ( AdEvade.Data.Spells.Spell spell, System.Vector2 start, System.Vector2 end ) : float | ||
GetMinCpaDistance ( System.Vector2 movePos ) : float | ||
GetMovementBlockPositionValue ( System.Vector2 pos, System.Vector2 movePos ) : float | ||
GetRealHeroPos ( float delay ) : System.Vector2 | ||
GetSafeNavPos ( this pos, AIHeroClient heroFrom ) : System.Vector3 | ||
InitPositionInfo ( System.Vector2 pos, float extraDelayBuffer, float extraEvadeDistance, System.Vector2 lastMovePos, AdEvade.Data.Spells.Spell lowestEvadeTimeSpell ) : AdEvade.Data.PositionInfo | ||
PlayerInSkillShot ( AdEvade.Data.Spells.Spell spell ) : bool | ||
PositionInfoStillValid ( AdEvade.Data.PositionInfo posInfo, float moveSpeed ) : bool | ||
PredictSpellCollision ( AdEvade.Data.Spells.Spell spell, Vector2 pos, float speed, float delay, Vector2 heroPos, float extraDist, bool useServerPosition = true ) : bool |
public static CanHeroWalkToPos ( System.Vector2 pos, float speed, float delay, float extraDist, bool useServerPosition = true ) : AdEvade.Data.PositionInfo | ||
pos | System.Vector2 | |
speed | float | |
delay | float | |
extraDist | float | |
useServerPosition | bool | |
리턴 | AdEvade.Data.PositionInfo |
public static CheckMovePath ( System.Vector2 movePos, float extraDelay ) : bool | ||
movePos | System.Vector2 | |
extraDelay | float | |
리턴 | bool |
public static CheckMoveToDirection ( System.Vector2 from, System.Vector2 movePos, float extraDelay ) : bool | ||
from | System.Vector2 | |
movePos | System.Vector2 | |
extraDelay | float | |
리턴 | bool |
public static CheckPathCollision ( Obj_AI_Base unit, System.Vector2 movePos ) : bool | ||
unit | Obj_AI_Base | |
movePos | System.Vector2 | |
리턴 | bool |
public static CheckPointCollision ( Obj_AI_Base unit, System.Vector2 movePos ) : bool | ||
unit | Obj_AI_Base | |
movePos | System.Vector2 | |
리턴 | bool |
public static CheckWindupTime ( float windupTime ) : bool | ||
windupTime | float | |
리턴 | bool |
public static CompareFastestPosition ( AdEvade.Data.Spells.Spell spell, System.Vector2 start, System.Vector2 movePos ) : float | ||
spell | AdEvade.Data.Spells.Spell | |
start | System.Vector2 | |
movePos | System.Vector2 | |
리턴 | float |
public static GetBestPosition ( ) : AdEvade.Data.PositionInfo | ||
리턴 | AdEvade.Data.PositionInfo |
public static GetBestPositionBlink ( ) : AdEvade.Data.PositionInfo | ||
리턴 | AdEvade.Data.PositionInfo |
public static GetBestPositionDash ( AdEvade.Data.EvadeSpells.EvadeSpellData spell ) : AdEvade.Data.PositionInfo | ||
spell | AdEvade.Data.EvadeSpells.EvadeSpellData | |
리턴 | AdEvade.Data.PositionInfo |
public static GetBestPositionMovementBlock ( System.Vector2 movePos ) : AdEvade.Data.PositionInfo | ||
movePos | System.Vector2 | |
리턴 | AdEvade.Data.PositionInfo |
public static GetBestPositionTargetedDash ( AdEvade.Data.EvadeSpells.EvadeSpellData spell ) : AdEvade.Data.PositionInfo | ||
spell | AdEvade.Data.EvadeSpells.EvadeSpellData | |
리턴 | AdEvade.Data.PositionInfo |
public static GetBestPositionTest ( ) : IOrderedEnumerable |
||
리턴 | IOrderedEnumerable |
public static GetClosestDistanceApproach ( AdEvade.Data.Spells.Spell spell, System.Vector2 pos, float speed, float delay, System.Vector2 heroPos, float extraDist ) : float | ||
spell | AdEvade.Data.Spells.Spell | |
pos | System.Vector2 | |
speed | float | |
delay | float | |
heroPos | System.Vector2 | |
extraDist | float | |
리턴 | float |
public static GetCombinedIntersectionDistance ( System.Vector2 movePos ) : float | ||
movePos | System.Vector2 | |
리턴 | float |
public static GetExtendedPositions ( System.Vector2 from, System.Vector2 to, float extendDistance ) : List |
||
from | System.Vector2 | |
to | System.Vector2 | |
extendDistance | float | |
리턴 | List |
public static GetExtendedSafePosition ( System.Vector2 from, System.Vector2 to, float extendDistance ) : System.Vector2 | ||
from | System.Vector2 | |
to | System.Vector2 | |
extendDistance | float | |
리턴 | System.Vector2 |
public static GetFastestPosition ( AdEvade.Data.Spells.Spell spell ) : System.Vector2 | ||
spell | AdEvade.Data.Spells.Spell | |
리턴 | System.Vector2 |
public static GetIntersectDistance ( AdEvade.Data.Spells.Spell spell, System.Vector2 start, System.Vector2 end ) : float | ||
spell | AdEvade.Data.Spells.Spell | |
start | System.Vector2 | |
end | System.Vector2 | |
리턴 | float |
public static GetMinCpaDistance ( System.Vector2 movePos ) : float | ||
movePos | System.Vector2 | |
리턴 | float |
public static GetMovementBlockPositionValue ( System.Vector2 pos, System.Vector2 movePos ) : float | ||
pos | System.Vector2 | |
movePos | System.Vector2 | |
리턴 | float |
public static GetRealHeroPos ( float delay ) : System.Vector2 | ||
delay | float | |
리턴 | System.Vector2 |
public static GetSafeNavPos ( this pos, AIHeroClient heroFrom ) : System.Vector3 | ||
pos | this | |
heroFrom | AIHeroClient | |
리턴 | System.Vector3 |
public static InitPositionInfo ( System.Vector2 pos, float extraDelayBuffer, float extraEvadeDistance, System.Vector2 lastMovePos, AdEvade.Data.Spells.Spell lowestEvadeTimeSpell ) : AdEvade.Data.PositionInfo | ||
pos | System.Vector2 | |
extraDelayBuffer | float | |
extraEvadeDistance | float | |
lastMovePos | System.Vector2 | |
lowestEvadeTimeSpell | AdEvade.Data.Spells.Spell | |
리턴 | AdEvade.Data.PositionInfo |
public static PlayerInSkillShot ( AdEvade.Data.Spells.Spell spell ) : bool | ||
spell | AdEvade.Data.Spells.Spell | |
리턴 | bool |
public static PositionInfoStillValid ( AdEvade.Data.PositionInfo posInfo, float moveSpeed ) : bool | ||
posInfo | AdEvade.Data.PositionInfo | |
moveSpeed | float | |
리턴 | bool |
public static PredictSpellCollision ( AdEvade.Data.Spells.Spell spell, Vector2 pos, float speed, float delay, Vector2 heroPos, float extraDist, bool useServerPosition = true ) : bool | ||
spell | AdEvade.Data.Spells.Spell | |
pos | Vector2 | |
speed | float | |
delay | float | |
heroPos | Vector2 | |
extraDist | float | |
useServerPosition | bool | |
리턴 | bool |