Example #1
0
        public Skillshot(DetectionType detectionType,
                         SpellData spellData,
                         int startT,
                         Vector2 start,
                         Vector2 end,
                         Obj_AI_Base unit)
        {
            DetectionType = detectionType;
            SpellData     = spellData;
            StartTick     = startT;
            Start         = start;
            End           = end;
            Direction     = (end - start).Normalized();
            Unit          = unit;
            switch (spellData.Type)
            {
            case SkillShotType.SkillshotCircle:
                Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotLine:
                Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotMissileLine:
                Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                break;

            case SkillShotType.SkillshotCone:
                Sector = new Geometry.Sector(
                    start, CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range);
                break;

            case SkillShotType.SkillshotRing:
                Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
                break;

            case SkillShotType.SkillshotArc:
                Arc = new Geometry.Arc(
                    start, end, Config.SkillShotsExtraRadius + (int)ObjectManager.Player.BoundingRadius);
                break;
            }
            UpdatePolygon();
        }
Example #2
0
 public Skillshot(DetectionType detectionType,
     SpellData spellData,
     int startT,
     Vector2 start,
     Vector2 end,
     Obj_AI_Base unit)
 {
     DetectionType = detectionType;
     SpellData = spellData;
     StartTick = startT;
     Start = start;
     End = end;
     Direction = (end - start).Normalized();
     Unit = unit;
     switch (spellData.Type)
     {
         case SkillShotType.SkillshotCircle:
             Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotMissileLine:
             Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
             break;
         case SkillShotType.SkillshotCone:
             Sector = new Geometry.Sector(
                 start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range);
             break;
         case SkillShotType.SkillshotRing:
             Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
             break;
         case SkillShotType.SkillshotArc:
             Arc = new Geometry.Arc(
                 start, end, Config.SkillShotsExtraRadius + (int) ObjectManager.Player.BoundingRadius);
             break;
     }
     UpdatePolygon();
 }