public Skillshot( DetectionType detectionType, SpellData spellData, int startT, Vector2 start, Vector2 end, Obj_AI_Base unit, MissileClient missile = null) { this.DetectionType = detectionType; this.SpellData = spellData; this.StartTick = startT; this.Start = start; this.End = end; this.Direction = (end - start).LSNormalized(); this.Unit = unit; this.Missile = missile; switch (spellData.Type) { case SkillShotType.SkillshotCircle: this.Circle = new Geometry.Circle(this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotLine: this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotMissileLine: this.Rectangle = new Geometry.Rectangle(this.Start, this.CollisionEnd, spellData.Radius); break; case SkillShotType.SkillshotCone: this.Sector = new Geometry.Sector( start, this.CollisionEnd - start, spellData.Radius * (float)Math.PI / 180, spellData.Range); break; case SkillShotType.SkillshotRing: this.Ring = new Geometry.Ring(this.CollisionEnd, spellData.Radius, spellData.RingRadius); break; case SkillShotType.SkillshotArc: this.Arc = new Geometry.Arc( start, end, Config.SkillShotsExtraRadius + (int)Program.Player.BoundingRadius); break; } this.UpdatePolygon(); }