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HeroManager.cs
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#region LICENSE
/*
Copyright 2014 - 2015 LeagueSharp
HeroManager.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;
using LeagueSharp;
#endregion
namespace LeagueSharp.Common
{
/// <summary>
/// Provides cached heroes.
/// </summary>
public class HeroManager
{
/// <summary>
/// Gets all heroes.
/// </summary>
/// <value>
/// All heroes.
/// </value>
public static List<Obj_AI_Hero> AllHeroes { get; private set; }
/// <summary>
/// Gets the allies.
/// </summary>
/// <value>
/// The allies.
/// </value>
public static List<Obj_AI_Hero> Allies { get; private set; }
/// <summary>
/// Gets the enemies.
/// </summary>
/// <value>
/// The enemies.
/// </value>
public static List<Obj_AI_Hero> Enemies { get; private set; }
/// <summary>
/// Gets the Local Player
/// </summary>
public static Obj_AI_Hero Player { get; private set; }
/// <summary>
/// Initializes static members of the <see cref="HeroManager"/> class.
/// </summary>
static HeroManager()
{
if (Game.Mode == GameMode.Running)
{
Game_OnStart(new EventArgs());
}
Game.OnStart += Game_OnStart;
}
/// <summary>
/// Fired when the game starts.
/// </summary>
/// <param name="args">The <see cref="EventArgs"/> instance containing the event data.</param>
static void Game_OnStart(EventArgs args)
{
AllHeroes = ObjectManager.Get<Obj_AI_Hero>().ToList();
Allies = AllHeroes.FindAll(o => o.IsAlly);
Enemies = AllHeroes.FindAll(o => o.IsEnemy);
Player = AllHeroes.Find(x => x.IsMe);
}
}
}