public void UpdatePolygon() { switch (SpellData.Type) { case SkillShotType.SkillshotCircle: Polygon = Circle.ToPolygon(); EvadePolygon = Circle.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Circle.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Circle.ToPolygon(Config.PathFindingDistance2); DrawingPolygon = Circle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); break; case SkillShotType.SkillshotLine: Polygon = Rectangle.ToPolygon(); DrawingPolygon = Rectangle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); EvadePolygon = Rectangle.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Rectangle.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Rectangle.ToPolygon(Config.PathFindingDistance2); break; case SkillShotType.SkillshotMissileLine: Polygon = Rectangle.ToPolygon(); DrawingPolygon = Rectangle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); EvadePolygon = Rectangle.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Rectangle.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Rectangle.ToPolygon(Config.PathFindingDistance2); break; case SkillShotType.SkillshotCone: Polygon = Sector.ToPolygon(); DrawingPolygon = Polygon; EvadePolygon = Sector.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Sector.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Sector.ToPolygon(Config.PathFindingDistance2); break; case SkillShotType.SkillshotRing: Polygon = Ring.ToPolygon(); DrawingPolygon = Polygon; EvadePolygon = Ring.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Ring.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Ring.ToPolygon(Config.PathFindingDistance2); break; case SkillShotType.SkillshotArc: Polygon = Arc.ToPolygon(); DrawingPolygon = Polygon; EvadePolygon = Arc.ToPolygon(Config.ExtraEvadeDistance); PathFindingPolygon = Arc.ToPolygon(Config.PathFindingDistance); PathFindingInnerPolygon = Arc.ToPolygon(Config.PathFindingDistance2); break; } }
public void UpdatePolygon() { switch (SpellData.Type) { case SkillShotType.SkillshotCircle: Polygon = Circle.ToPolygon(); EvadePolygon = Circle.ToPolygon(Config.ExtraEvadeDistance); DrawingPolygon = Circle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); break; case SkillShotType.SkillshotLine: Polygon = Rectangle.ToPolygon(); DrawingPolygon = Rectangle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); EvadePolygon = Rectangle.ToPolygon(Config.ExtraEvadeDistance); break; case SkillShotType.SkillshotMissileLine: Polygon = Rectangle.ToPolygon(); DrawingPolygon = Rectangle.ToPolygon( 0, !SpellData.AddHitbox ? SpellData.Radius : (SpellData.Radius - ObjectManager.Player.BoundingRadius)); EvadePolygon = Rectangle.ToPolygon(Config.ExtraEvadeDistance); break; case SkillShotType.SkillshotCone: Polygon = Sector.ToPolygon(); DrawingPolygon = Polygon; EvadePolygon = Sector.ToPolygon(Config.ExtraEvadeDistance); break; case SkillShotType.SkillshotRing: Polygon = Ring.ToPolygon(); DrawingPolygon = Polygon; EvadePolygon = Ring.ToPolygon(Config.ExtraEvadeDistance); break; } }