public AbilityResolver_TrapWire(ActorData actor, Ability ability, AbilityPriority priority, ActorTargeting.AbilityRequestData abilityRequestData) : base(actor, ability, priority, abilityRequestData) { BoardSquare square = GetGameplayRefSquare(abilityRequestData.m_targets[0], m_caster); m_targetSquare = square.GetGridPosition(); m_targetPos = GetHighlightGoalPos(Targeter, abilityRequestData.m_targets[0], m_caster); // TODO fix height if it matters (probably just different heights on different maps) Vector3 pos = m_targetPos * 2 - square.GetWorldPosition(); m_secondarySquare = Board.Get().GetSquare(pos).GetGridPosition(); }