protected void AddTargetedProjectile(string name, AttackableUnit target, bool serverOnly = false) { var record = SpellRecord.GetSpell(name); var position = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var casterPosition = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var angle = Geo.GetAngle(Owner.Position, target.Position); var direction = Geo.GetDirection(angle); var velocity = new Vector3(1, 1, 1) * 100; var startPoint = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var endPoint = new Vector3(target.Position.X, target.Position.Y, 100); var targetedProjectile = new TargetedProjectile(Owner.Game.NetIdProvider.PopNextNetId(), Owner, target, startPoint.ToVector2(), SpellRecord.MissileSpeed, OnProjectileReach); Owner.Game.AddUnitToTeam(targetedProjectile, Owner.Team.Id); Owner.Game.Map.AddUnit(targetedProjectile); if (!serverOnly) { var castInfo = Spell.GetCastInformations(position, endPoint, name, targetedProjectile.NetId, new AttackableUnit[] { target }); Owner.Game.Send(new SpawnProjectileMessage(targetedProjectile.NetId, position, casterPosition, direction.ToVector3(), velocity, startPoint, endPoint, casterPosition, 0, record.MissileSpeed, 1f, 1f, 1f, false, castInfo)); } }
protected void AddSkillShot(string name, Vector2 toPosition, Vector2 endPosition, float range, bool serverOnly = false) { var record = SpellRecord.GetSpell(name); var position = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var casterPosition = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var angle = Geo.GetAngle(Owner.Position, endPosition); var direction = Geo.GetDirection(angle); var velocity = new Vector3(1, 1, 1) * 100; var startPoint = new Vector3(Owner.Position.X, Owner.Position.Y, 100); var endPoint = new Vector3(endPosition.X, endPosition.Y, 100); var skillShot = new SkillShot(Owner.Game.NetIdProvider.PopNextNetId(), Owner, position.ToVector2(), record.MissileSpeed, record.LineWidth, OnProjectileReach, direction, range, OnSkillShotRangeReached); Owner.Game.AddUnitToTeam(skillShot, Owner.Team.Id); Owner.Game.Map.AddUnit(skillShot); if (!serverOnly) { var castInfo = Spell.GetCastInformations(position, endPoint, name, skillShot.NetId); Owner.Game.Send(new SpawnProjectileMessage(skillShot.NetId, position, casterPosition, direction.ToVector3(), velocity, startPoint, endPoint, casterPosition, 0, record.MissileSpeed, 1f, 1f, 1f, false, castInfo)); } }