public int makeAttack(AtkType a) { switch (a) { case AtkType.DownAir: currentAttack = Instantiate(DownAir, transform, false); source.PlayOneShot(DownAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.NeutralAir: currentAttack = Instantiate(NeutralAir, transform, false); source.PlayOneShot(NeutralAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.UpAir: currentAttack = Instantiate(UpAir, transform, false); source.PlayOneShot(UpAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.ForwardAir: currentAttack = Instantiate(ForwardAir, transform, false); source.PlayOneShot(ForwardAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.BackAir: currentAttack = Instantiate(BackAir, transform, false); source.PlayOneShot(BackAir.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.DownGround: currentAttack = Instantiate(DownGround, transform, false); source.PlayOneShot(DownGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.UpGround: currentAttack = Instantiate(UpGround, transform, false); source.PlayOneShot(UpGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.BackGround: currentAttack = Instantiate(BackGround, transform, false); source.PlayOneShot(BackGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.ForwardGround: currentAttack = Instantiate(ForwardGround, transform, false); source.PlayOneShot(ForwardGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.NeutralGround: currentAttack = Instantiate(NeutralGround, transform, false); source.PlayOneShot(NeutralGround.GetComponent <Attack>().attackSound, hitVolume); break; case AtkType.Finisher: currentAttack = Instantiate(Finisher, transform, false); source.PlayOneShot(Finisher.GetComponent <Attack>().attackSound, finisherVolume); ComboCounter c = GetComponent <ComboCounter>(); currentAttack.GetComponent <AttackActive>().comboStrength = c.currentCombo; c.reset(); break; default: print("Not implemented"); currentAttack = Instantiate(NeutralAir, transform, false); break; } currentAttack.GetComponent <AttackActive>().setType(a); mf = currentAttack.GetComponent <MovePhysics>(); return(currentAttack.GetComponent <AttackActive>().atkFrames); }