Ejemplo n.º 1
0
        public PredictionInput(
            Unit owner,
            Unit target,
            float delay,
            float speed,
            float range,
            float radius,
            PredictionSkillshotType type,
            bool areaOfEffect = false,
            bool areaOfEffectHitMainTarget  = true,
            IReadOnlyList <Unit> aoeTargets = null)
        {
            this.Owner  = owner;
            this.Target = target;
            this.Delay  = delay;
            this.Speed  = speed;
            this.Range  = range;
            this.Radius = radius;

            this.PredictionSkillshotType   = type;
            this.AreaOfEffect              = areaOfEffect;
            this.AreaOfEffectHitMainTarget = areaOfEffectHitMainTarget;
            this.AreaOfEffectTargets       = aoeTargets ?? new Unit[0];
        }
Ejemplo n.º 2
0
        public PredictionInput(
            Unit owner,
            Unit target,
            float delay,
            float speed,
            float range,
            float radius,
            PredictionSkillshotType type,
            bool areaOfEffect = false,
            IReadOnlyList <Unit> aoeTargets = null,
            bool areaOfEffectHitMainTarget  = true)
        {
            this.Owner  = owner;
            this.Target = target;
            this.Delay  = delay;
            this.Speed  = speed;
            this.Range  = range;
            this.Radius = radius;

            this.PredictionSkillshotType   = type;
            this.AreaOfEffect              = areaOfEffect;
            this.AreaOfEffectHitMainTarget = areaOfEffectHitMainTarget;
            this.AreaOfEffectTargets       = aoeTargets ?? (areaOfEffect ? target.GetEnemiesInRange <Hero>(range + (radius / 2)).ToArray() : new Unit[0]);
        }