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; } }
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; } }
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; } }