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return AreaOfEffect.GetAffectedUnits(EffectLocation);
var directionVector = (EffectLocation.position - Caster.position).normalized;
directionVector.y = 0;
Quaternion direction = Quaternion.LookRotation(directionVector, Vector3.up);
GameObject tmpGo = new ();
tmpGo.transform.position = EffectLocation.position;
tmpGo.transform.rotation = direction;
var affectedUnits = AreaOfEffect.GetAffectedUnits(EffectLocation);
GameObject.Destroy(tmpGo);
return affectedUnits;