private void OnClick() { switch (Argument) { case "Tavern": if (tavern.level < 20) { if (gameplay.playerGold - tavern.levelUpCost >= 0) { tavern.LevelUp(); gameplay.playerGold -= tavern.levelUpCost; } else { Debug.Log("Not enough money to upgrade tavern"); } } break; case "Minimize": tavern.Minimize(); break; case "Ready": gameplay.StartWave(); break; default: if (gameplay.numberOfHeroes < gameplay.maxHeroes && gameplay.playerGold - tavern.heroCost >= 0 && !tavern.heroSelected) { gameplay.playerGold -= tavern.heroCost; Hero h = Instantiate(Resources.Load("Heroes/" + Argument, typeof(Hero)) as Hero) as Hero; h.Birth(Argument); tavern.heroSelected = true; } else if (gameplay.numberOfHeroes >= gameplay.maxHeroes) { Debug.Log(gameplay.numberOfHeroes + "/" + gameplay.maxHeroes + " maximum Heroes"); } else if (gameplay.playerGold - tavern.heroCost < 0) { Debug.Log(gameplay.playerGold + " - " + tavern.heroCost + " <= 0"); } else if (selected) { Debug.Log("Currently placing"); } break; } }