/// <summary> /// Gets aoe vector prediction /// </summary> /// <param name="vectorLenght">Vector lenght</param> /// <returns>Prediction result as <see cref="VectorPrediction.AoeResult"/></returns> public static VectorPrediction.AoeResult GetAoeVectorSPrediction(this Spell s, float vectorLenght) { if (s.Collision) { throw new InvalidOperationException("Collisionable spell"); } return(VectorPrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, vectorLenght, s.RangeCheckFrom.ToVector2())); }
/// <summary> /// Spell extension for cast aoe vector spell with SPrediction /// </summary> /// <param name="vectorLenght">Vector lenght</param> /// <param name="minHit">Minimum aoe hits to cast</param> /// <returns></returns> public static bool SPredictionCastAoeVector(this Spell s, float vectorLenght, int minHit) { if (minHit < 2) { throw new InvalidOperationException("Minimum aoe hit count cannot be less than 2"); } if (s.Collision) { throw new InvalidOperationException("Collisionable spell"); } VectorPrediction.AoeResult result = VectorPrediction.GetAoePrediction(s.Width, s.Delay, s.Speed, s.Range, vectorLenght, s.RangeCheckFrom.ToVector2()); if (result.HitCount >= minHit) { return(s.Cast(result.CastSourcePosition.ToVector3(), result.CastTargetPosition.ToVector3())); } return(false); }