Class EB.Prediction.Position
Inheritance
System.Object
EB.Prediction.Position
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Namespace: Oasys.Common.Logic
Assembly: Oasys.Common.dll
Syntax
public static class Position
Methods
GetPrediction(GameObjectBase, EB.Prediction.Position.PredictionData, Boolean)
Predict cast position and collision for a specific target.
Declaration
public static EB.PredictionResult GetPrediction(GameObjectBase target, EB.Prediction.Position.PredictionData data, bool skipCollision = false)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | target | The target to predict. |
EB.Prediction.Position.PredictionData | data | The prediction data. |
System.Boolean | skipCollision | Skip collision checks. |
Returns
Type | Description |
---|---|
EB.PredictionResult |
GetPredictionAoe(GameObjectBase[], EB.Prediction.Position.PredictionData)
Predicts all the possible positions to hit as many targets as possible from a predifined group of targets.
Declaration
public static EB.PredictionResult[] GetPredictionAoe(GameObjectBase[] targets, EB.Prediction.Position.PredictionData data)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase[] | targets | The targets to predict. If null then the enemy heroes will be chosen instead. |
EB.Prediction.Position.PredictionData | data | The prediction data. |
Returns
Type | Description |
---|---|
EB.PredictionResult[] |
GetRealPath(GameObjectBase)
Returns the actual path of a unit.
Declaration
public static Vector3[] GetRealPath(GameObjectBase unit)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | unit | The unit. |
Returns
Type | Description |
---|---|
SharpDX.Vector3[] |
PredictCircularMissile(GameObjectBase, Single, Int32, Int32, Single, Nullable<Vector3>, Boolean)
Declaration
public static EB.PredictionResult PredictCircularMissile(GameObjectBase target, float range, int radius, int delay, float speed, Vector3? sourcePosition = default(Vector3? ), bool ignoreCollision = false)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | target | |
System.Single | range | |
System.Int32 | radius | |
System.Int32 | delay | |
System.Single | speed | |
System.Nullable<SharpDX.Vector3> | sourcePosition | |
System.Boolean | ignoreCollision |
Returns
Type | Description |
---|---|
EB.PredictionResult |
PredictCircularMissileAoe(GameObjectBase[], Single, Int32, Int32, Single, Nullable<Vector3>)
Declaration
public static EB.PredictionResult[] PredictCircularMissileAoe(GameObjectBase[] targets, float range, int radius, int delay, float speed, Vector3? sourcePosition = default(Vector3? ))
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase[] | targets | |
System.Single | range | |
System.Int32 | radius | |
System.Int32 | delay | |
System.Single | speed | |
System.Nullable<SharpDX.Vector3> | sourcePosition |
Returns
Type | Description |
---|---|
EB.PredictionResult[] |
PredictConeSpell(GameObjectBase, Single, Int32, Int32, Single, Nullable<Vector3>, Boolean)
Declaration
public static EB.PredictionResult PredictConeSpell(GameObjectBase target, float range, int angle, int delay, float speed, Vector3? sourcePosition = default(Vector3? ), bool ignoreCollision = false)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | target | |
System.Single | range | |
System.Int32 | angle | |
System.Int32 | delay | |
System.Single | speed | |
System.Nullable<SharpDX.Vector3> | sourcePosition | |
System.Boolean | ignoreCollision |
Returns
Type | Description |
---|---|
EB.PredictionResult |
PredictConeSpellAoe(GameObjectBase[], Single, Int32, Int32, Single, Nullable<Vector3>)
Declaration
public static EB.PredictionResult[] PredictConeSpellAoe(GameObjectBase[] targets, float range, int angle, int delay, float speed, Vector3? sourcePosition = default(Vector3? ))
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase[] | targets | |
System.Single | range | |
System.Int32 | angle | |
System.Int32 | delay | |
System.Single | speed | |
System.Nullable<SharpDX.Vector3> | sourcePosition |
Returns
Type | Description |
---|---|
EB.PredictionResult[] |
PredictLinearMissile(GameObjectBase, Single, Int32, Int32, Single, Int32, Nullable<Vector3>, Boolean)
Declaration
public static EB.PredictionResult PredictLinearMissile(GameObjectBase target, float range, int radius, int delay, float speed, int allowedCollisionCount, Vector3? sourcePosition = default(Vector3? ), bool ignoreCollision = false)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | target | |
System.Single | range | |
System.Int32 | radius | |
System.Int32 | delay | |
System.Single | speed | |
System.Int32 | allowedCollisionCount | |
System.Nullable<SharpDX.Vector3> | sourcePosition | |
System.Boolean | ignoreCollision |
Returns
Type | Description |
---|---|
EB.PredictionResult |
PredictUnitPosition(GameObjectBase, Int32)
Predicts the position of a moving unit after a specified amount of time.
Declaration
public static Vector2 PredictUnitPosition(GameObjectBase unit, int time)
Parameters
Type | Name | Description |
---|---|---|
GameObjectBase | unit | The unit. |
System.Int32 | time | The time in milliseconds. |
Returns
Type | Description |
---|---|
SharpDX.Vector2 |