Esempio n. 1
0
 public static void Notify(Events.Notify enumCase)
 {
     switch (enumCase)
     {
         case Events.Notify.Defeat:
             AbstractionLayer._Notify.Defeat();
             break;
         case Events.Notify.Win:
             AbstractionLayer._Notify.Win();
             break;
         case Events.Notify.MinionSpawn:
             AbstractionLayer._Notify.MinionSpawn();
             break;
         case Events.Notify.Welcome:
             AbstractionLayer._Notify.Welcome();
             break;
     }
 }
Esempio n. 2
0
 public static void Kills(Events.Kills enumCase)
 {
     switch (enumCase)
     {
         case Events.Kills.EnemyFirstblood:
             AbstractionLayer._Kills.EnemyFirstblood();
             break;
         case Events.Kills.EnemyKill:
             AbstractionLayer._Kills.EnemyKill();
             break;
         case Events.Kills.EnemyDouble:
             AbstractionLayer._Kills.EnemyDouble();
             break;
         case Events.Kills.EnemyTriple:
             AbstractionLayer._Kills.EnemyTriple();
             break;
         case Events.Kills.EnemyQuadra:
             AbstractionLayer._Kills.EnemyQuadra();
             break;
         case Events.Kills.EnemyPenta:
             AbstractionLayer._Kills.EnemyPenta();
             break;
         case Events.Kills.AllyFirstblood:
             AbstractionLayer._Kills.AllyFirstblood();
             break;
         case Events.Kills.AllyKill:
             AbstractionLayer._Kills.AllyKill();
             break;
         case Events.Kills.AllyDouble:
             AbstractionLayer._Kills.AllyDouble();
             break;
         case Events.Kills.AllyTriple:
             AbstractionLayer._Kills.AllyTriple();
             break;
         case Events.Kills.AllyQuadra:
             AbstractionLayer._Kills.AllyQuadra();
             break;
         case Events.Kills.AllyPenta:
             AbstractionLayer._Kills.AllyPenta();
             break;
     }
 }
Esempio n. 3
0
 public static void Structures(Events.Structures enumCase)
 {
     switch (enumCase)
     {
         case Events.Structures.EnemyTop_T1:
             AbstractionLayer._Structures.Enemy.Top_T1();
             break;
         case Events.Structures.EnemyMid_T1:
             AbstractionLayer._Structures.Enemy.Mid_T1();
             break;
         case Events.Structures.EnemyBot_T1:
             AbstractionLayer._Structures.Enemy.Bot_T1();
             break;
         case Events.Structures.EnemyTop_T2:
             AbstractionLayer._Structures.Enemy.Top_T2();
             break;
         case Events.Structures.EnemyMid_T2:
             AbstractionLayer._Structures.Enemy.Mid_T2();
             break;
         case Events.Structures.EnemyBot_T2:
             AbstractionLayer._Structures.Enemy.Bot_T2();
             break;
         case Events.Structures.EnemyTop_T3:
             AbstractionLayer._Structures.Enemy.Top_T3();
             break;
         case Events.Structures.EnemyMid_T3:
             AbstractionLayer._Structures.Enemy.Mid_T3();
             break;
         case Events.Structures.EnemyBot_T3:
             AbstractionLayer._Structures.Enemy.Bot_T3();
             break;
         case Events.Structures.EnemyTop_InHib:
             AbstractionLayer._Structures.Enemy.Top_Inhib();
             break;
         case Events.Structures.EnemyMid_InHib:
             AbstractionLayer._Structures.Enemy.Mid_Inhib();
             break;
         case Events.Structures.EnemyBot_InHib:
             AbstractionLayer._Structures.Enemy.Bot_Inhib();
             break;
         case Events.Structures.EnemyNexus_Turrets:
             AbstractionLayer._Structures.Enemy.Nexus_Tower();
             break;
         case Events.Structures.AllyTop_T1:
             AbstractionLayer._Structures.Ally.Top_T1();
             break;
         case Events.Structures.AllyMid_T1:
             AbstractionLayer._Structures.Ally.Mid_T1();
             break;
         case Events.Structures.AllyBot_T1:
             AbstractionLayer._Structures.Ally.Bot_T1();
             break;
         case Events.Structures.AllyTop_T2:
             AbstractionLayer._Structures.Ally.Top_T2();
             break;
         case Events.Structures.AllyMid_T2:
             AbstractionLayer._Structures.Ally.Mid_T2();
             break;
         case Events.Structures.AllyBot_T2:
             AbstractionLayer._Structures.Ally.Bot_T2();
             break;
         case Events.Structures.AllyTop_T3:
             AbstractionLayer._Structures.Ally.Top_T3();
             break;
         case Events.Structures.AllyMid_T3:
             AbstractionLayer._Structures.Ally.Mid_T3();
             break;
         case Events.Structures.AllyBot_T3:
             AbstractionLayer._Structures.Ally.Bot_T3();
             break;
         case Events.Structures.AllyTop_InHib:
             AbstractionLayer._Structures.Ally.Top_Inhib();
             break;
         case Events.Structures.AllyMid_InHib:
             AbstractionLayer._Structures.Ally.Mid_Inhib();
             break;
         case Events.Structures.AllyBot_InHib:
             AbstractionLayer._Structures.Ally.Bot_Inhib();
             break;
         case Events.Structures.AllyNexus_Turrets:
             AbstractionLayer._Structures.Ally.Nexus_Tower();
             break;
     }
 }