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// <copyright file="Events.cs" company="EnsageSharp">
// Copyright (c) 2016 EnsageSharp.
// This program 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.
// This program 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 this program. If not, see http://www.gnu.org/licenses/
// </copyright>
namespace Ensage.Common
{
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading.Tasks;
using Ensage.Common.AbilityInfo;
using Ensage.Common.Extensions;
using Ensage.Common.Extensions.Damage;
using Ensage.Common.Objects;
using Ensage.Common.Threading;
/// <summary>
/// Provides custom events
/// </summary>
public class Events
{
#region Static Fields
private static bool callOnLoad;
/// <summary>
/// The loaded.
/// </summary>
private static bool loaded;
/// <summary>
/// The unloaded.
/// </summary>
private static bool unloaded = true;
#endregion
#region Constructors and Destructors
/// <summary>
/// Initializes static members of the <see cref="Events" /> class.
/// </summary>
static Events()
{
Game.OnUpdate += args =>
{
CallOnUpdate();
if (!Game.IsInGame || ObjectManager.LocalHero == null || !ObjectManager.LocalHero.IsValid)
{
if (!unloaded)
{
CallOnClose();
Load();
unloaded = true;
}
loaded = false;
return;
}
if (loaded)
{
return;
}
unloaded = false;
loaded = true;
Load();
DelayAction.Add(200, CallOnLoad);
};
//GameDispatcher.OnUpdate += args =>
// {
// if (!callOnLoad)
// {
// return;
// }
// callOnLoad = false;
// CallOnLoadAsync();
// };
}
#endregion
#region Delegates
/// <summary>
/// OnClose Delegate
/// </summary>
/// <param name="sender">the sender</param>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnCloseDelegate(object sender, EventArgs e);
/// <summary>
/// OnLoad Delegate.
/// </summary>
/// <param name="sender">The sender</param>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnLoadDelegate(object sender, EventArgs e);
/// <summary>
/// OnUpdate Delegate.
/// </summary>
/// <param name="e"><see cref="EventArgs" /> event data</param>
public delegate void OnUpdateDelegate(EventArgs e);
#endregion
#region Public Events
/// <summary>
/// OnClose is getting called after game ends
/// </summary>
public static event OnCloseDelegate OnClose;
/// <summary>
/// OnLoad is getting called after you pick a hero (doesn't matter if started or restarted while game is already
/// running) and when reloading an assembly.
/// </summary>
public static event OnLoadDelegate OnLoad;
/// <summary>
/// Temporary fix for InvalidOperationException
/// </summary>
public static event OnUpdateDelegate OnUpdate;
#endregion
#region Methods
/// <summary>
/// The call on close.
/// </summary>
private static void CallOnClose()
{
OnClose?.Invoke(MethodBase.GetCurrentMethod().DeclaringType, EventArgs.Empty);
}
/// <summary>
/// Calls the OnLoad event.
/// </summary>
private static void CallOnLoad()
{
OnLoad?.Invoke(MethodBase.GetCurrentMethod().DeclaringType, EventArgs.Empty);
}
private static async void CallOnLoadAsync()
{
Load();
await Task.Delay(50);
await OnLoadAsync();
}
/// <summary>
/// The call on update.
/// </summary>
private static void CallOnUpdate()
{
OnUpdate?.Invoke(EventArgs.Empty);
}
/// <summary>
/// The load.
/// </summary>
private static void Load()
{
AbilityDatabase.Init();
AbilityDamage.Init();
AbilityExtensions.Init();
HeroExtensions.Init();
UnitExtensions.Init();
Names.Init();
Abilities.Init();
Calculations.Init();
EntityExtensions.Init();
Orbwalking.Events_OnLoad(null, null);
Utils.Sleeps = new Dictionary<string, double>();
}
private static async Task OnLoadAsync()
{
if (OnLoad == null)
{
return;
}
foreach (var @delegate in OnLoad.GetInvocationList())
{
if (@delegate == null)
{
return;
}
@delegate.DynamicInvoke(MethodBase.GetCurrentMethod().DeclaringType, EventArgs.Empty);
if (@delegate.Target == null)
{
//Console.WriteLine(@delegate.ToString());
continue;
}
if (@delegate.Target.ToString().Contains("Transitions."))
{
continue;
}
//Console.WriteLine(@delegate.Target.ToString());
await Task.Delay(50);
}
}
#endregion
}
}