public LogicSelector(IChampLogic my, Menu menu) { myChamp = my; current = MainLogics.Nothing; surviLogic = new Survi(this); recallLogic = new Recall(this, menu); pushLogic = new Push(this); loadLogic = new Load(this); combatLogic = new Combat(this); surrender = new Surrender(); Core.DelayAction(() => loadLogic.SetLane(), 1000); localAwareness = new LocalAwareness(); if (MainMenu.GetMenu("AB").Get<CheckBox>("debuginfo").CurrentValue) Drawing.OnEndScene += Drawing_OnDraw; myChamp.Logic = this; Core.DelayAction(Watchdog, 3000); }
public LogicSelector(IChampLogic my, Menu menu) { myChamp = my; current = MainLogics.Nothing; surviLogic = new Survi(this); recallLogic = new Recall(this, menu); pushLogic = new Push(this); loadLogic = new Load(this); combatLogic = new Combat(this); GameEvents = new MiscEvents(); Core.DelayAction(() => loadLogic.SetLane(), 1000); localAwareness = new LocalAwareness(); Drawing.OnEndScene += Drawing_OnDraw; myChamp.Logic = this; AutoWalker.EndGame += end; Core.DelayAction(Watchdog, 3000); }
public LogicSelector(IChampLogic my, Menu menu) { myChamp = my; current = MainLogics.Nothing; surviLogic = new Survi(this); recallLogic = new Recall(this, menu); pushLogic = new Push(this); loadLogic = new Load(this); combatLogic = new Combat(this); surrender = new Surrender(); Core.DelayAction(() => loadLogic.SetLane(), 1000); localAwareness = new LocalAwareness(); if (MainMenu.GetMenu("AB").Get <CheckBox>("debuginfo").CurrentValue) { Drawing.OnEndScene += Drawing_OnDraw; } myChamp.Logic = this; Core.DelayAction(Watchdog, 3000); }