public Skillshot(DetectionType detectionType,
            SpellData spellData,
            int startT,
            Vector2 start,
            Vector2 end,
            Obj_AI_Base unit,
            Obj_AI_Base target = null
            )
        {
            DetectionType = detectionType;
            SpellData = spellData;
            StartTick = startT;
            Start = start;
            End = end;
            MissilePosition = start;
            Direction = (end - start).Normalized();
            Target = target;
            Unit = unit;

            //Create the spatial object for each type of skillshot.
            switch (spellData.Type)
            {
                case SkillShotType.SkillshotCircle:
                    Circle = new Geometry.Circle(CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotLine:
                    Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotMissileLine:
                    Rectangle = new Geometry.Rectangle(Start, CollisionEnd, spellData.Radius);
                    break;
                case SkillShotType.SkillshotCone:
                    Sector = new Geometry.Sector(
                        start, CollisionEnd - start, spellData.Radius * (float) Math.PI / 180, spellData.Range);
                    break;
                case SkillShotType.SkillshotRing:
                    Ring = new Geometry.Ring(CollisionEnd, spellData.Radius, spellData.RingRadius);
                    break;
            }

            UpdatePolygon(); //Create the polygon.
        }