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CustomEvents.cs
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CustomEvents.cs
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namespace LeagueSharp.Common
{
using System;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Provides custom events.
/// </summary>
public static class CustomEvents
{
/// <summary>
/// Provides custom events regarding the game.
/// </summary>
public class Game
{
#region Static Fields
/// <summary>
/// The nexus list
/// </summary>
private static readonly List<Obj_HQ> NexusList = new List<Obj_HQ>();
/// <summary>
/// The notified subscribers
/// </summary>
private static readonly List<Delegate> NotifiedSubscribers = new List<Delegate>();
/// <summary>
/// The end game called
/// </summary>
private static bool _endGameCalled;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Game" /> class.
/// </summary>
static Game()
{
Utility.DelayAction.Add(0, Initialize);
}
#endregion
#region Delegates
/// <summary>
/// The delegate for <see cref="Game.OnGameEnd" />
/// </summary>
/// <param name="args">The <see cref="EventArgs" /> instance containing the event data.</param>
public delegate void OnGameEnded(EventArgs args);
/// <summary>
/// The delegate for <see cref="Game.OnGameLoad" />
/// </summary>
/// <param name="args">The <see cref="EventArgs" /> instance containing the event data.</param>
public delegate void OnGameLoaded(EventArgs args);
#endregion
#region Public Events
/// <summary>
/// Occurs when the game ends. This is meant as a better replacement to <see cref="LeagueSharp.Game.OnEnd" />.
/// </summary>
public static event OnGameEnded OnGameEnd;
/// <summary>
/// Occurs when the game loads. This will be fired if the game is already loaded.
/// </summary>
public static event OnGameLoaded OnGameLoad;
#endregion
#region Public Methods and Operators
/// <summary>
/// Initializes this instance.
/// </summary>
public static void Initialize()
{
foreach (var hq in ObjectManager.Get<Obj_HQ>().Where(hq => hq.IsValid))
{
NexusList.Add(hq);
}
if (LeagueSharp.Game.Mode == GameMode.Running)
{
//Otherwise the .ctor didn't return yet and no callback will occur
Utility.DelayAction.Add(500, () => { Game_OnGameStart(new EventArgs()); });
}
else
{
LeagueSharp.Game.OnStart += Game_OnGameStart;
}
}
#endregion
#region Methods
/// <summary>
/// Fired when the game is started.
/// </summary>
/// <param name="args">The <see cref="EventArgs" /> instance containing the event data.</param>
private static void Game_OnGameStart(EventArgs args)
{
LeagueSharp.Game.OnUpdate += Game_OnGameUpdate;
if (OnGameLoad != null)
{
foreach (
var subscriber in OnGameLoad.GetInvocationList().Where(s => !NotifiedSubscribers.Contains(s)))
{
NotifiedSubscribers.Add(subscriber);
try
{
subscriber.DynamicInvoke(new EventArgs());
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
}
}
/// <summary>
/// Fired when the game updates.
/// </summary>
/// <param name="args">The <see cref="EventArgs" /> instance containing the event data.</param>
private static void Game_OnGameUpdate(EventArgs args)
{
if (OnGameLoad != null)
{
foreach (
var subscriber in OnGameLoad.GetInvocationList().Where(s => !NotifiedSubscribers.Contains(s)))
{
NotifiedSubscribers.Add(subscriber);
try
{
subscriber.DynamicInvoke(new EventArgs());
}
catch (Exception ex)
{
Console.WriteLine(ex);
}
}
}
if (NexusList.Count == 0 || _endGameCalled)
{
return;
}
foreach (var nexus in NexusList)
{
if (nexus != null && nexus.IsValid && nexus.Health <= 0)
{
if (OnGameEnd != null)
{
OnGameEnd(new EventArgs());
_endGameCalled = true; // Don't spam the event.
}
}
}
}
#endregion
}
/// <summary>
/// Provides custom events regarding units.
/// </summary>
public class Unit
{
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Unit" /> class.
/// </summary>
static Unit()
{
LeagueSharp.Game.OnProcessPacket += PacketHandler;
//Initializes ondash class:
ObjectManager.Player.IsDashing();
}
#endregion
#region Delegates
/// <summary>
/// The delegate for <see cref="Unit.OnDash" />
/// </summary>
/// <param name="sender">The sender.</param>
/// <param name="args">The arguments.</param>
public delegate void OnDashed(Obj_AI_Base sender, Dash.DashItem args);
/// <summary>
/// The delegate for <see cref="Unit.OnLevelUp" />
/// </summary>
/// <param name="sender">The sender.</param>
/// <param name="args">The <see cref="OnLevelUpEventArgs" /> instance containing the event data.</param>
public delegate void OnLeveledUp(Obj_AI_Base sender, OnLevelUpEventArgs args);
/// <summary>
/// The delegate for <see cref="Unit.OnLevelUpSpell" />
/// </summary>
/// <param name="sender">The sender.</param>
/// <param name="args">The <see cref="OnLevelUpSpellEventArgs" /> instance containing the event data.</param>
public delegate void OnLeveledUpSpell(Obj_AI_Base sender, OnLevelUpSpellEventArgs args);
#endregion
#region Public Events
/// <summary>
/// Occurs when a unit dashes.
/// </summary>
public static event OnDashed OnDash;
/// <summary>
/// Occurs when a unit levels up.
/// </summary>
public static event OnLeveledUp OnLevelUp;
/// <summary>
/// Occurs when the player levels up a spell.
/// </summary>
public static event OnLeveledUpSpell OnLevelUpSpell;
#endregion
#region Public Methods and Operators
/// <summary>
/// Triggers the on dash.
/// </summary>
/// <param name="sender">The sender.</param>
/// <param name="args">The arguments.</param>
public static void TriggerOnDash(Obj_AI_Base sender, Dash.DashItem args)
{
var dashHandler = OnDash;
if (dashHandler != null)
{
dashHandler(sender, args);
}
}
#endregion
#region Methods
/// <summary>
/// Handles packets.
/// </summary>
/// <param name="args">The <see cref="GamePacketEventArgs" /> instance containing the event data.</param>
private static void PacketHandler(GamePacketEventArgs args)
{
}
#endregion
/// <summary>
/// The event arguments for the <see cref="Unit.OnLevelUp" /> event.
/// </summary>
public class OnLevelUpEventArgs : EventArgs
{
#region Fields
/// <summary>
/// The new level
/// </summary>
public int NewLevel;
/// <summary>
/// The remaining points
/// </summary>
public int RemainingPoints;
#endregion
}
/// <summary>
/// The event arguments for the <see cref="Unit.OnLevelUpSpell" /> event.
/// </summary>
public class OnLevelUpSpellEventArgs : EventArgs
{
#region Fields
/// <summary>
/// The remainingpoints
/// </summary>
public int Remainingpoints;
/// <summary>
/// The spell identifier
/// </summary>
public int SpellId;
/// <summary>
/// The spell level
/// </summary>
public int SpellLevel;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes a new instance of the <see cref="OnLevelUpSpellEventArgs" /> class.
/// </summary>
internal OnLevelUpSpellEventArgs()
{
}
#endregion
}
}
}
}