private void ChangeAutoTargetSelection() { switch (AutoTargetSelection) { case AutoTargetSelection.None: AutoTargetSelection = AutoTargetSelection.NearestEnemy; return; case AutoTargetSelection.NearestEnemy: AutoTargetSelection = AutoTargetSelection.LowestCurrentHpTanked; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.LowestCurrentHp; } return; case AutoTargetSelection.LowestCurrentHpTanked: AutoTargetSelection = AutoTargetSelection.LowestCurrentHp; return; case AutoTargetSelection.LowestCurrentHp: AutoTargetSelection = AutoTargetSelection.LowestTotalHpTanked; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.LowestTotalHp; } return; case AutoTargetSelection.LowestTotalHpTanked: AutoTargetSelection = AutoTargetSelection.LowestTotalHp; return; case AutoTargetSelection.LowestTotalHp: AutoTargetSelection = AutoTargetSelection.HighestCurrentHpTanked; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.HighestCurrentHp; } return; case AutoTargetSelection.HighestCurrentHpTanked: AutoTargetSelection = AutoTargetSelection.HighestCurrentHp; return; case AutoTargetSelection.HighestCurrentHp: AutoTargetSelection = AutoTargetSelection.HighestTotalHpTanked; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.HighestTotalHp; } return; case AutoTargetSelection.HighestTotalHpTanked: AutoTargetSelection = AutoTargetSelection.HighestTotalHp; return; case AutoTargetSelection.HighestTotalHp: AutoTargetSelection = AutoTargetSelection.TankAssist; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.None; } return; case AutoTargetSelection.TankAssist: AutoTargetSelection = AutoTargetSelection.None; break; } }
private void ChangeAutoTargetSelection() { switch (AutoTargetSelection) { case AutoTargetSelection.无: AutoTargetSelection = AutoTargetSelection.最近目标; return; case AutoTargetSelection.最近目标: AutoTargetSelection = AutoTargetSelection.当前血量最低战斗中; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.当前血量最低; } return; case AutoTargetSelection.当前血量最低战斗中: AutoTargetSelection = AutoTargetSelection.当前血量最低; return; case AutoTargetSelection.当前血量最低: AutoTargetSelection = AutoTargetSelection.总血量最低战斗中; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.总血量最低; } return; case AutoTargetSelection.总血量最低战斗中: AutoTargetSelection = AutoTargetSelection.总血量最低; return; case AutoTargetSelection.总血量最低: AutoTargetSelection = AutoTargetSelection.当前血量最高战斗中; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.当前血量最高; } return; case AutoTargetSelection.当前血量最高战斗中: AutoTargetSelection = AutoTargetSelection.当前血量最高; return; case AutoTargetSelection.当前血量最高: AutoTargetSelection = AutoTargetSelection.总血量最高战斗中; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.总血量最高; } return; case AutoTargetSelection.总血量最高战斗中: AutoTargetSelection = AutoTargetSelection.总血量最高; return; case AutoTargetSelection.总血量最高: AutoTargetSelection = AutoTargetSelection.MT目标; if (Me.IsTank()) { AutoTargetSelection = AutoTargetSelection.无; } return; case AutoTargetSelection.MT目标: AutoTargetSelection = AutoTargetSelection.无; break; } }