public OnAfterAttack ( AttackableUnit unit, AttackableUnit target ) : void | ||
unit | AttackableUnit | |
target | AttackableUnit | |
return | void |
public override void OnAfterAttack(AttackableUnit unit, AttackableUnit target)
{
var t = target as Obj_AI_Hero;
if (t != null && unit.IsMe)
{
if (unit.IsMe && Q.IsReady() && t.IsValidTarget(Q.Range))
{
//Q.Cast();
Orbwalking.ResetAutoAttackTimer();
}
}
}