public void Cast(Unit unit)
        {
            Actor actor = new Actor(this);
            actor.Animation = animation;
            actor.Position = Owner.Center;
            actor.Velocity = new Vector2(18 * (int)Owner.direction, 0);
            actor.SpriteEffect = Owner.direction == FaceDirection.Right ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
            actor.Scale = 2f;

            actor.sprite.PlayAnimation(animation);
            Actors.Add(actor);
        }
        public void Fire(Unit unit, Vector2 angle)
        {
            Actor actor = new Actor(this);
            actor.Animation = animation;
            actor.Position = Owner.Center + new Vector2(18 * (int)Owner.direction, 12);
            actor.Velocity = new Vector2(16 * (int)Owner.direction, 0);
            actor.SpriteEffect = Owner.direction == FaceDirection.Right ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
            actor.Scale = 1.2f;
            actor.Team = Owner.Team;
            actor.Invulnerable = true;

            actor.sprite.PlayAnimation(animation);
            Actors.Add(actor);
        }
        public void Cast(Unit unit)
        {
            for (int i = 0; i < 360; i += 12)
            {
                Actor actor = new Actor(this);
                actor.Animation = animation;
                actor.Position = Owner.Center;
                actor.Velocity = new Vector2(
                    (float)Math.Cos(MathHelper.ToRadians(i)) * 9,
                    (float)Math.Sin(MathHelper.ToRadians(i)) * 9);

                actor.Rotation = (float)Math.Atan2(actor.Velocity.Y , actor.Velocity.X) + MathHelper.ToRadians(90);
                actor.sprite.PlayAnimation(animation);
                Actors.Add(actor);
            }
        }
        public void Cast(Unit unit)
        {
            Actor actor = new Actor(this);
            actor.Animation = animation;
            actor.Position = Owner.Center + new Vector2(18 * (int)Owner.direction, 12);
            actor.Floating = false;
            actor.Velocity = new Vector2(6* (int)Owner.direction, -16);
            actor.SpriteEffect = Owner.direction == FaceDirection.Right ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
            actor.Scale = 0.3f;
            actor.Team = Owner.Team;
            actor.Invulnerable = true;

            timer = delay;

            Owner.Scale -= 0.334f;

            if (Owner.Scale <= 0.0f)
                Owner.Scale = 0.0f;

            actor.sprite.PlayAnimation(animation);
            Actors.Add(actor);
        }