private static bool IsValidBuilding(Obj_Building building) { if (building.Health > 0f && building.IsEnemy && building.IsTargetable && !building.IsInvulnerable && !building.IsDead && building.IsValid) { return(true); } return(false); }
public static bool InAutoAttackRangeBuildings(Obj_Building target) { if (target != null) { var myRange = GetRealAutoAttackRangeBuildings(target); return(Vector2.DistanceSquared(target.Position.To2D(), Player.Position.To2D()) <= myRange * myRange); } return(false); }
public static float GetRealAutoAttackRangeBuildings(Obj_Building target) { var result = Player.AttackRange + Player.BoundingRadius; if (target != null) { return(result + target.BoundingRadius); } return(result); }