void UpdateSlotGUI() { //add unique info about what will happen on upgrade switch (upgradeType) { case E_UPGRADE.PER_CLICK: { txt_upgradeInfo.text = Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/click"; } break; case E_UPGRADE.PER_SEC: { txt_upgradeInfo.text = Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/sec"; } break; case E_UPGRADE.BONUS_PER_CLICK: { txt_upgradeInfo.text = "X" + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/click"; } break; case E_UPGRADE.BONUS_PER_SEC: { txt_upgradeInfo.text = "X" + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + "/sec"; } break; case E_UPGRADE.BONUS_STUN: { txt_upgradeInfo.text = "Sloth stunned for " + Global.GetSeparatedNumber(UpgradeInfos.GetNextUpgradeValue(upgradeType)) + " sec"; } break; } //add text info about level of upgrade txt_upgradeLvl.text = "LVL:" + UpgradeInfos.lvlsDictionary[upgradeType]; //set text for price txt_upgradePrice.text = Global.GetSeparatedNumber(UpgradeInfos.GetUpgradeCost(upgradeType)); }