public void UseSpecial(Item.Weapon weaponType)
    {
        switch (weaponType)
        {
        // Have character do whatever animation is associated with their sprite
        // Add animation here
        case Item.Weapon.None:
            break;

        case Item.Weapon.Axe:
            break;

        case Item.Weapon.Shovel:
            break;

        case Item.Weapon.Sword:
            break;

        case Item.Weapon.Whip:
            break;
        }

        // And also tell the WeaponController animate
        weaponHand.UseSpecial(weaponType);
    }
 public void UseWeapon(Item.Weapon weaponType)
 {
     switch (weaponType)
     {
     case Item.Weapon.None:
     case Item.Weapon.Axe:
     case Item.Weapon.Shovel:
     case Item.Weapon.Sword:
     case Item.Weapon.Whip:
         SwingSword();
         break;
     }
 }
    public void UseWeapon(Item.Weapon weaponType)
    {
        // Different animations for different weapons
        switch (weaponType)
        {
        // Set of "swordlike" animations
        case Item.Weapon.Axe:
        case Item.Weapon.Shovel:
        case Item.Weapon.Sword:
            // Have character do whatever animation is associated with their sprite
            // Add animation here
            break;
        }

        // Delegate to weapon hand to handle each weapon as it sees fit.
        weaponHand.UseWeapon(weaponType);
    }
    public void UseSpecial(Item.Weapon weaponType)
    {
        switch (weaponType)
        {
        case Item.Weapon.None:
        case Item.Weapon.Axe:
        case Item.Weapon.Shovel:
        case Item.Weapon.Sword:
        case Item.Weapon.Whip:

            if (specialAttackTimer >= SPECIAL_ATTACK_COOLDOWN && AttemptToMakeRope())
            {
                specialAttackTimer = 0f;
                player.GrabRope();
            }
            break;
        }
    }