public Skillshot(DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { DetectionType = detectionType; SpellData = spellData; StartTick = startT; Start = start; End = end; Direction = (end - start).Normalized(); Unit = unit; switch (spellData.Type) { case SkillShotType.SkillshotCircle: Circle = new Geometry.Polygon.Circle(CollisionEnd, spellData.Radius, 22); break; case SkillShotType.SkillshotLine: case SkillShotType.SkillshotMissileLine: Rectangle = new Geometry.Polygon.Rectangle(Start, CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: Sector = new Geometry.Polygon.Sector( start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range, 22); break; case SkillShotType.SkillshotRing: Ring = new Geometry.Polygon.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius, 22); break; } UpdatePolygon(); }
public Skillshot( DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit) { this.DetectionType = detectionType; this.SpellData = spellData; this.StartTick = startT; this.Start = start; this.End = end; this.Direction = (end - start).Normalized(); this.Unit = unit; switch (spellData.Type) { case SkillShotType.SkillshotCircle: this.Circle = new Geometry.Polygon.Circle(this.CollisionEnd, spellData.Radius, 22); break; case SkillShotType.SkillshotLine: case SkillShotType.SkillshotMissileLine: this.Rectangle = new Geometry.Polygon.Rectangle(this.Start, this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: this.Sector = new Geometry.Polygon.Sector( start, this.CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range, 22); break; case SkillShotType.SkillshotRing: this.Ring = new Geometry.Polygon.Ring(this.CollisionEnd, spellData.Radius, spellData.RingRadius, 22); break; case SkillShotType.SkillshotArc: this.Arc = new Geometry.Polygon.Arc( start, end, Configs.SkillShotsExtraRadius + (int)ObjectManager.Player.BoundingRadius, 22); break; } this.UpdatePolygon(); }