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CustomEvents.cs
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CustomEvents.cs
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#region LICENSE
/*
Copyright 2014 - 2014 LeagueSharp
CustomEvents.cs is part of LeagueSharp.Common.
LeagueSharp.Common is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
LeagueSharp.Common is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with LeagueSharp.Common. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
#region
using System;
using System.Collections.Generic;
using System.Linq;
#endregion
namespace LeagueSharp.Common
{
public static class CustomEvents
{
public class Game
{
public delegate void OnGameEnded(EventArgs args);
public delegate void OnGameLoaded(EventArgs args);
private static readonly List<Delegate> NotifiedSubscribers = new List<Delegate>();
private static readonly List<Obj_HQ> NexusList = new List<Obj_HQ>();
private static bool _endGameCalled;
static Game()
{
Utility.DelayAction.Add(0, Initialize);
}
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;
}
}
private static void Game_OnGameUpdate(EventArgs args)
{
if (OnGameLoad != null)
{
foreach (var subscriber in OnGameLoad.GetInvocationList()
.Where(s => !NotifiedSubscribers.Contains(s)))
{
NotifiedSubscribers.Add(subscriber);
subscriber.DynamicInvoke(new EventArgs());
}
}
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.
}
}
}
}
/// <summary>
/// OnGameLoad is getting called when you get ingame (doesn't matter if started or restarted while game is already
/// running) and when reloading an assembly
/// </summary>
public static event OnGameLoaded OnGameLoad;
/// <summary>
/// OnGameEnd is getting called when the game ends. Same as Game.OnEnd but this one works :^).
/// </summary>
public static event OnGameEnded OnGameEnd;
private static void Game_OnGameStart(EventArgs args)
{
LeagueSharp.Game.OnUpdate += Game_OnGameUpdate;
if (OnGameLoad != null)
{
NotifiedSubscribers.AddRange(OnGameLoad.GetInvocationList());
OnGameLoad(new EventArgs());
}
}
}
public class Unit
{
public delegate void OnDashed(Obj_AI_Base sender, Dash.DashItem args);
public delegate void OnLeveledUp(Obj_AI_Base sender, OnLevelUpEventArgs args);
public delegate void OnLeveledUpSpell(Obj_AI_Base sender, OnLevelUpSpellEventArgs args);
static Unit()
{
LeagueSharp.Game.OnProcessPacket += PacketHandler;
//Initializes ondash class:
ObjectManager.Player.IsDashing();
}
/// <summary>
/// OnLevelUpSpell gets called after you leveled a spell
/// </summary>
public static event OnLeveledUpSpell OnLevelUpSpell;
private static void PacketHandler(GamePacketEventArgs args) {}
/// <summary>
/// Gets called when a unit gets a level up
/// </summary>
public static event OnLeveledUp OnLevelUp;
/// <summary>
/// OnDash is getting called when a unit dashes.
/// </summary>
public static event OnDashed OnDash;
public static void TriggerOnDash(Obj_AI_Base sender, Dash.DashItem args)
{
var dashHandler = OnDash;
if (dashHandler != null)
{
dashHandler(sender, args);
}
}
public class OnLevelUpEventArgs : EventArgs
{
public int NewLevel;
public int RemainingPoints;
}
public class OnLevelUpSpellEventArgs : EventArgs
{
public int Remainingpoints;
public int SpellId;
public int SpellLevel;
internal OnLevelUpSpellEventArgs() {}
}
}
}
}