fBaseXtensions.Game.Hero.Class.DemonHunter.CreateAbility C# (CSharp) Method

CreateAbility() private method

private CreateAbility ( SNOPower Power ) : Skill
Power SNOPower
return fBaseXtensions.Game.Hero.Skills.Skill
        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;
            }
        }