public void OnClick() { switch (state) { case State.Equip_Yes: parentMenu.EquipSelected(); break; case State.Equip_PrimaryConflict: parentMenu.EquipSelected(); break; case State.Equip_SecondaryConflict: parentMenu.EquipSelected(); break; case State.Equip_Impossible: DialogWindowSpawner.Spawn("Impossible", okChoices); break; case State.Equip_RequirementsNotMet: DialogWindowSpawner.Spawn("Requirements not met", okChoices); break; case State.Unequip_Yes: parentMenu.UnequipSelected(); break; case State.Unequip_InventoryFull: DialogWindowSpawner.Spawn("Inventory full", okChoices); break; } }