/// <summary> /// Checks collisions /// </summary> /// <param name="to">End position</param> /// <param name="checkMinion">Check minion collisions</param> /// <param name="checkEnemyHero">Check Enemy collisions</param> /// <param name="checkYasuoWall">Check Yasuo wall collisions</param> /// <param name="checkAllyHero">Check Ally collisions</param> /// <param name="checkWall">Check wall collisions</param> /// <param name="isArc">Checks collision for arc spell</param> /// <returns>true if collision found</returns> public static bool CheckCollision(this Spell s, Vector2 to, bool checkMinion = true, bool checkEnemyHero = false, bool checkYasuoWall = true, bool checkAllyHero = false, bool checkWall = false, bool isArc = false) { return(Collision.CheckCollision(s.From.ToVector2(), to, s.Width, s.Delay, s.Speed, checkMinion, checkEnemyHero, checkYasuoWall, checkAllyHero, checkWall, isArc)); }
/// <summary> /// Returns if the spell collides with anything. /// </summary> /// <param name="spell"></param> /// <param name="unit"></param> /// <param name="checkWall"></param> /// <returns></returns> internal static bool DoesCollide(this Spell spell, Vector2 endpos, bool checkWall = false) { return(Collision.CheckCollision(Player.ServerPosition.To2D(), endpos, spell, true, true, true, false, checkWall)); }