private static bool IsValidBuilding(Obj_Building building)
 {
     if (building.Health > 0f && building.IsEnemy && building.IsTargetable && !building.IsInvulnerable && !building.IsDead && building.IsValid)
     {
         return(true);
     }
     return(false);
 }
 public static bool InAutoAttackRangeBuildings(Obj_Building target)
 {
     if (target != null)
     {
         var myRange = GetRealAutoAttackRangeBuildings(target);
         return(Vector2.DistanceSquared(target.Position.To2D(), Player.Position.To2D()) <= myRange * myRange);
     }
     return(false);
 }
        public static float GetRealAutoAttackRangeBuildings(Obj_Building target)
        {
            var result = Player.AttackRange + Player.BoundingRadius;

            if (target != null)
            {
                return(result + target.BoundingRadius);
            }
            return(result);
        }