public void UnlockUpgrade(int upgradeNumber) { switch (upgradeNumber) { case (0): controllableLockOnUpgrade(); playerUpgrades.LoadUpgrades(); break; case (1): controllableDistanceUpgrade(); playerUpgrades.LoadUpgrades(); break; case (2): RicochetTrajectoryUpgrade(); playerUpgrades.LoadUpgrades(); break; case (3): WeaponCooldownUpgrade(); playerUpgrades.LoadUpgrades(); break; } }
public void UnlockUpgrade(int upgradeNumber) { switch (upgradeNumber) { case (0): FocusAbilityUpgrade(); playerUpgrades.LoadUpgrades(); break; case (1): GravityAbilityDurationImprove(); playerUpgrades.LoadUpgrades(); break; case (2): GravityAbilityUpgrade(); playerUpgrades.LoadUpgrades(); break; case (3): abilityRechargeRateImprove(); playerUpgrades.LoadUpgrades(); break; case (4): NoMovementCostUpgrade(); playerUpgrades.LoadUpgrades(); break; case (5): HealthRegenUpgrade(); playerUpgrades.LoadUpgrades(); break; case (6): HealthOnHeadshotUpgrade(); playerUpgrades.LoadUpgrades(); break; } }