void IceballSkill::SkillCast(SkillKey key, const b2Vec2& heroPos, const b2Vec2& targetPos) { auto hero = m_Owner->GetMyHero(); hero->EndMove(); m_TargetPos = targetPos; ShootMissile(GenerateInitPos(heroPos, targetPos)); auto client = m_Owner->GetClient(); client->SkillBroadCast(hero->GetUnitID(), heroPos, targetPos, key); }
void NPC::Shoot(AttackType projectile) { switch (projectile) { case eFireball: { ShootMissile(); break; } case eBlueFlame: { ShootArrow(); break; } default: break; } }