public TargetCastArgs(Obj_AI_Hero sender, GameObject target, SpellDataTargetType type, float delay, float speed, SpellData sData) { Sender = sender; Target = target; Delay = delay; Speed = speed; SData = sData; Type = type; }
public Missile_Information(MissileClient missile) { SpellCaster = missile.SpellCaster.BaseSkinName; Slot = missile.Slot; CanMoveWhileChanneling = missile.SData.CanMoveWhileChanneling; ConeCastAngle = missile.SData.CastConeAngle; CastRadius = missile.SData.CastRadius; CastRange = missile.SData.CastRange; DisplayName = missile.SData.DisplayName; IsToggle = missile.SData.IsToggleSpell; LineWidth = missile.SData.LineWidth; MaxSpeed = missile.SData.MissileMaxSpeed; MinSpeed = missile.SData.MissileMinSpeed; Speed = missile.SData.MissileSpeed; Name = missile.SData.Name; IsTarget = missile.Target != null; TargetType = missile.SData.TargettingType; }
public Missile_Information(Spell.Skillshot spell) { SpellCaster = Player.Instance.ChampionName; Slot = spell.Slot; CanMoveWhileChanneling = spell.Handle.SData.CanMoveWhileChanneling; ConeCastAngle = spell.ConeAngleDegrees; CastRadius = spell.Radius; CastRange = spell.Range; DisplayName = spell.Name; IsToggle = spell.Handle.SData.IsToggleSpell; LineWidth = spell.Width; MaxSpeed = spell.Handle.SData.MissileMaxSpeed; MinSpeed = spell.Handle.SData.MissileMinSpeed; Speed = spell.Speed; Name = spell.Handle.Name; IsTarget = false; Type = spell.Type; TargetType = spell.Handle.SData.TargettingType; }
public static bool IsTargeted(this SpellDataTargetType type) { return(type.Equals(SpellDataTargetType.Unit) || type.Equals(SpellDataTargetType.SelfAndUnit)); }
public static bool IsSkillShot(this SpellDataTargetType type) { return(type.Equals(SpellDataTargetType.Location) || type.Equals(SpellDataTargetType.Location2) || type.Equals(SpellDataTargetType.LocationVector)); }