internal override Skill CreateAbility(SNOPower Power)
{
DemonHunterActiveSkills power = (DemonHunterActiveSkills)Enum.ToObject(typeof(DemonHunterActiveSkills), (int)Power);
switch (power)
{
case DemonHunterActiveSkills.DemonHunter_SpikeTrap:
return new SpikeTrap();
case DemonHunterActiveSkills.DemonHunter_EntanglingShot:
return new EntanglingShot();
case DemonHunterActiveSkills.DemonHunter_FanOfKnives:
return new FanOfKnives();
case DemonHunterActiveSkills.DemonHunter_BolaShot:
return new BolaShot();
case DemonHunterActiveSkills.DemonHunter_Multishot:
return new Multishot();
case DemonHunterActiveSkills.DemonHunter_Grenades:
return new Grenades();
case DemonHunterActiveSkills.DemonHunter_Vault:
return new Vault();
case DemonHunterActiveSkills.DemonHunter_Preparation:
return new Preparation();
case DemonHunterActiveSkills.DemonHunter_Chakram:
return new Chakram();
case DemonHunterActiveSkills.DemonHunter_ClusterArrow:
return new ClusterArrow();
case DemonHunterActiveSkills.DemonHunter_HungeringArrow:
return new HungeringArrow();
case DemonHunterActiveSkills.DemonHunter_Caltrops:
return new Caltrops();
case DemonHunterActiveSkills.DemonHunter_Sentry:
return new Sentry();
case DemonHunterActiveSkills.DemonHunter_SmokeScreen:
return new SmokeScreen();
case DemonHunterActiveSkills.DemonHunter_MarkedForDeath:
return new MarkedForDeath();
case DemonHunterActiveSkills.DemonHunter_ShadowPower:
return new ShadowPower();
case DemonHunterActiveSkills.DemonHunter_RainOfVengeance:
return new RainOfVengeance();
case DemonHunterActiveSkills.DemonHunter_RapidFire:
return new RapidFire();
case DemonHunterActiveSkills.DemonHunter_ElementalArrow:
return new ElementalArrow();
case DemonHunterActiveSkills.DemonHunter_Impale:
return new Impale();
case DemonHunterActiveSkills.DemonHunter_Companion:
return new Companion();
case DemonHunterActiveSkills.DemonHunter_Strafe:
return new Strafe();
case DemonHunterActiveSkills.DemonHunter_EvasiveFire:
return new EvasiveFire();
case DemonHunterActiveSkills.DemonHunter_Vengeance:
return new Vengeance();
default:
return DefaultAttack;
}
}