public override void DoEffect(VisibleGameEntity _object)
 {
     base.DoEffect(_object);
     Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(17);
     prjt.X = PlayerOwner.X;
     prjt.Y = PlayerOwner.Y;
     prjt.MinDamage = PlayerOwner.MinDamage / 5;
     prjt.MaxDamage = PlayerOwner.MaxDamage ;
     prjt.IsRemoveAfterEffect = false;
     prjt.LifeTime = 100;
     prjt.SkillOwner = this;
     LightningStrikeProjectileController lspc = new LightningStrikeProjectileController();
     lspc.Owner = prjt;
     lspc.FlyingDirection = new Vector2(PlayerOwner.TargetSkillX - PlayerOwner.X, PlayerOwner.TargetSkillY - PlayerOwner.Y);
     float maxDim = Math.Abs(lspc.FlyingDirection.X) > Math.Abs(lspc.FlyingDirection.Y) ? Math.Abs(lspc.FlyingDirection.X): Math.Abs(lspc.FlyingDirection.Y);
     lspc.FlyingDirection = new Vector2(lspc.FlyingDirection.X / maxDim, lspc.FlyingDirection.Y / maxDim);
     prjt.ProjectileController = lspc;
     PlayerOwner.StateOwner._listProjectile.Add(prjt);
 }
        public override void DoEffect(VisibleGameEntity _object)
        {
            base.DoEffect(_object);
            Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(17);

            prjt.X                   = PlayerOwner.X;
            prjt.Y                   = PlayerOwner.Y;
            prjt.MinDamage           = PlayerOwner.MinDamage / 5;
            prjt.MaxDamage           = PlayerOwner.MaxDamage;
            prjt.IsRemoveAfterEffect = false;
            prjt.LifeTime            = 100;
            prjt.SkillOwner          = this;
            LightningStrikeProjectileController lspc = new LightningStrikeProjectileController();

            lspc.Owner           = prjt;
            lspc.FlyingDirection = new Vector2(PlayerOwner.TargetSkillX - PlayerOwner.X, PlayerOwner.TargetSkillY - PlayerOwner.Y);
            float maxDim = Math.Abs(lspc.FlyingDirection.X) > Math.Abs(lspc.FlyingDirection.Y) ? Math.Abs(lspc.FlyingDirection.X): Math.Abs(lspc.FlyingDirection.Y);

            lspc.FlyingDirection      = new Vector2(lspc.FlyingDirection.X / maxDim, lspc.FlyingDirection.Y / maxDim);
            prjt.ProjectileController = lspc;
            PlayerOwner.StateOwner._listProjectile.Add(prjt);
        }