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]; }
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]); }