AttackableUnit : GameObject
Inherited from GameObject class.
Properties
mp
: number
maxMp
: number
resourceType
: integer
secondaryResource
: number
maxSecondaryResource
: number
statusFlags
: integer
pathfindingCollisionRadius
: number
lifetime
: number
maxLifetime
: number
lifetimeTicks
: number
physicalDamagePercentageModifier
: number
magicalDamagePercentageModifier
: number
hpPercent
: number
mpPercent
: number
isVisible
: boolean
isTargetable
: boolean
isHPBarRendered
: boolean
infoBarPos
: Vector2
Healthbar position.
infoBarSize
: Vector2
Healthbar size.
infoBarOffset
: Vector2
Healthbar offset.
Functions
IsWindingUp
AttackableUnit:IsWindingUp()
→ boolean
Returns if this entity is winding up.
danger
If you want to utilize spell queue then avoid using this check for spells which do not interrupt basic attacks. Instead use Orbwalker.CanUseSpell function.
IsValidTarget
AttackableUnit:IsValidTarget(
range
: number,
onlyEnemyTeam
: bool,
from
: Vector2 or Vector3
)
→ boolean
Argument | Type | Description |
---|---|---|
range | number | Check range. |
onlyEnemyTeam | bool | Check target team. |
from | Vector2 or Vector3 | Check from pos. |
Returns if this entity is valid target.
IsTargetableByUnit
AttackableUnit:IsTargetableByUnit(
unit
: AttackableUnit
)
→ void
Argument | Type | Description |
---|---|---|
unit | AttackableUnit | Given unit |
Returns if this unit can be targeted by given unit.