public bool Interact(CachedUnit target) { return target.Interact(); }
private bool CheckForClusterSingle(CachedUnit target) { int genesisCluster = 0; foreach (var vesuva in _context.NearbyTargets) { float distance = _context.CurrentTarget.GetPosition().Distance2D(vesuva.GetPosition()); if (distance < 10) genesisCluster++; } if (genesisCluster > 1) return true; return false; }
public void Reset() { _currentTarget = null; if (_nearbyTargets != null) _nearbyTargets.Clear(); _nearbyTargets = null; _priorityTarget = null; Cluster = false; _nextAttack = SNOPower.Interact_Crouching; _lastReset = Environment.TickCount; }