private void EnemyAttack(PersonItem crew, string attackAction1)
 {
     switch (attackAction1)
     {
         case Hit:
             crew.Health = crew.Health - CurrentEnemy.Attack;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " попал в " + crew.Name + " с атакой в " + CurrentEnemy.Attack.ToString());
             break;
         case Kill:
             crew.Health = 0;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " убил " + crew.Name);
             break;
         case Suck:
             crew.Health = crew.Health - CurrentEnemy.Attack;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " присосался к " + crew.Name);
             break;
         case RunAway:
             crew.Health = crew.Health - CurrentEnemy.Attack;
             ViewModelLocator.BattleStatic.Battle = false;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " убежал.");
             break;
         case Miss:
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " промазал мимо " + crew.Name);
             break;
         case Panic:
             CurrentEnemy.Panic = true;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " в панике!");
             break;
         case Reload:
             ViewModelLocator.StatusStatic.Ammo = ViewModelLocator.StatusStatic.Ammo - 1;
             ViewModelLocator.BattleStatic.BattleStatus.Add(CurrentEnemy.Name + " перезаряжается.");
             break;
         default: break;
     };
 }
 private void crewAttack(PersonItem crew, string attackAction1)
 {
     switch (attackAction1)
     {
         case Hit:
             CurrentEnemy.Health = CurrentEnemy.Health - crew.Attack;
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " попал в " + CurrentEnemy.Name + " с атакой в " + crew.Attack.ToString());
             break;
         case Kill:
             CurrentEnemy.Health = 0;
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " убил " + CurrentEnemy.Name);
             break;
         case Miss:
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " промазал мимо " + CurrentEnemy.Name);
             break;
         case Panic:
             crew.Panic = true;
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " в панике!");
             break;
         case Sleep:
             crew.Panic = true;
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " парализован!");
             break;
         case Reload:
             ViewModelLocator.StatusStatic.Ammo = ViewModelLocator.StatusStatic.Ammo - 1;
             ViewModelLocator.BattleStatic.BattleStatus.Add(crew.Name + " перезаряжается.");
             break;
         default: break;
     };
 }