public void Attacked(int incDmg, Stats.StatusEffect incEffect, int atkrDex, int atkrLuck)
    {
        //(attacker dex/ defender dex) * attacker luck

        if (Random.Range(1, 100) <= ((atkrDex / dexterity) * atkrLuck))
        {
            satiety -= incDmg - (incDmg * (100 / (rawness + 100)));
            myStatus = incEffect;
        }
        else
        {
            Debug.Log(" The attack missed!");
        }
        switch (myStatus)
        {
        case StatusEffect.spicy:
            isSpicy = true;
            SeasoningEffect();
            break;

        case StatusEffect.salty:
            isSalty = true;
            SeasoningEffect();
            break;

        case StatusEffect.sweet:
            isSweet = true;
            SeasoningEffect();
            break;

        case StatusEffect.savoury:
            isSavoury = true;
            SeasoningEffect();
            break;

        case StatusEffect.bitter:
            isBitter = true;
            SeasoningEffect();
            break;
        }
        if (satiety <= 0)
        {
            isDefeated = true;
        }
    }
 public void RemoveStatus(StatusEffect StatusToAdd)
 {
 }
 public void AddStatus(StatusEffect StatusToAdd)
 {
 }
 public void Seasoned(Stats.StatusEffect incEffect)
 {
     myStatus = incEffect;
 }