/// <summary>
        /// Gets collided units & flags
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <returns>Collision result as <see cref="Collision.Result"/></returns>
        public static Result GetCollisions(Vector2 from, Vector2 to, float range, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            List <AIBaseClient> collidedUnits = new List <AIBaseClient>();
            var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to.Extend(from, -width), width));

            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new SPrediction.Geometry.Polygon(
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)),
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900))));
            }
            Flags _colFlags       = Flags.None;
            var   collidedMinions = MinionManager.GetMinions(range + 100, MinionManager.MinionTypes.All, MinionManager.MinionTeam.NotAlly, MinionManager.MinionOrderTypes.None).AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius + 15)), spellHitBox));
            var   collidedEnemies = GameObjects.EnemyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox));
            var   collidedAllies  = GameObjects.AllyHeroes.AsParallel().Where(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox));

            if (collidedMinions != null && collidedMinions.Count() != 0)
            {
                collidedUnits.AddRange(collidedMinions);
                _colFlags |= Flags.Minions;
            }

            if (collidedEnemies != null && collidedEnemies.Count() != 0)
            {
                collidedUnits.AddRange(collidedEnemies);
                _colFlags |= Flags.EnemyChampions;
            }

            if (collidedAllies != null && collidedAllies.Count() != 0)
            {
                collidedUnits.AddRange(collidedAllies);
                _colFlags |= Flags.AllyChampions;
            }

            if (CheckWallCollision(from, to))
            {
                _colFlags |= Flags.Wall;
            }

            if (CheckYasuoWallCollision(from, to, width))
            {
                _colFlags |= Flags.YasuoWall;
            }

            return(new Result(collidedUnits, _colFlags));
        }
        /// <summary>
        /// Checks minion collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="isArc">Checks collision for arc spell</param>
        /// <returns>true if collision found</returns>
        public static bool CheckMinionCollision(Vector2 from, Vector2 to, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to, width));

            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new SPrediction.Geometry.Polygon(
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)),
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900))));
            }
            return(MinionManager.GetMinions(from.Distance(to) + 250, MinionManager.MinionTypes.All, MinionManager.MinionTeam.NotAlly, MinionManager.MinionOrderTypes.None).AsParallel().Any(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius * 2f + 10f)), spellHitBox)));
        }
        /// <summary>
        /// Checks enemy hero collisions
        /// </summary>
        /// <param name="from">Start position</param>
        /// <param name="to">End position</param>
        /// <param name="width">Rectangle scale</param>
        /// <param name="delay">Spell delay</param>
        /// <param name="missileSpeed">Spell missile speed</param>
        /// <param name="isArc">Checks collision for arc spell</param>
        /// <returns>true if collision found</returns>
        public static bool CheckAllyHeroCollision(Vector2 from, Vector2 to, float width, float delay, float missileSpeed = 0, bool isArc = false)
        {
            var spellHitBox = ClipperWrapper.MakePaths(ClipperWrapper.DefineRectangle(from, to, width));

            if (isArc)
            {
                spellHitBox = ClipperWrapper.MakePaths(new SPrediction.Geometry.Polygon(
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 200 * (to.Distance(from) / 900)),
                                                           ClipperWrapper.DefineArc(from - new Vector2(900 / 2f, 20), to, (float)Math.PI * (to.Distance(from) / 900), 410, 320 * (to.Distance(from) / 900))));
            }
            return(GameObjects.AllyHeroes.AsParallel().Any(p => ClipperWrapper.IsIntersects(ClipperWrapper.MakePaths(ClipperWrapper.DefineCircle(Prediction.GetFastUnitPosition(p, delay, missileSpeed), p.BoundingRadius)), spellHitBox)));
        }