//Method to break a specific bone
    bool BreakBone(string bone, bool increase = true)
    {
        int breakLimit = maxBrokenBones;

        //arms and legs have a higher limit than other bones
        if (bone == "arms" || bone == "legs")
        {
            breakLimit *= armLegCount;
        }

        //check if bone has reached break limit
        if (brokenBones[bone] >= breakLimit)
        {
            return(false);
        }
        else
        {
            brokenBones[bone]++;
        }

        switch (bone)
        {
        case "arms":
            thisWeatherController.ChangePrecipitation(increase);
            break;

        case "legs":
            thisWeatherController.ChangeTemperature(increase);
            break;

        case "skull":

            break;

        case "neck":

            break;

        case "back":

            break;

        case "ribs":
            thisWeatherController.ChangeWind(increase);
            break;
        }

        return(true);
    }
    //break bones that increase/decrease
    void BreakBone(Bones bone, bool increase)
    {
        // play the bone-crunching noise, assuming it hasn't just been played
        if (cronchToggle == true)
        {
            boneCronch.Play();              // play the sound...
            //cronchToggle = false; // ...then make sure you don't immediately play it again
        }

        /*if (cronchToggle == false) {
         *      boneCronch.Stop (); // stop the sound...
         *      cronchToggle = true; // and enable it to play again
         * }*/

        if (!EnoughBones(bone))
        {
            return;
        }

        bool validBreak = false;

        //change weather accordingly and check for break validity
        switch (bone)
        {
        case Bones.arms:
            validBreak = myWeatherController.ChangePrecipitation(increase);
            break;

        case Bones.legs:
            validBreak = myWeatherController.ChangeTemperature(increase);
            break;
        }

        //only break the bone if the break was valid
        if (validBreak)
        {
            brokenBones [(int)bone]++;
        }

        btnArms.GetComponentInChildren <Text> ().text = "Arms:\t" + brokenBones [(int)Bones.arms];
        btnLegs.GetComponentInChildren <Text> ().text = "Legs:\t" + brokenBones [(int)Bones.legs];

        int broken = 0;

        for (int i = 0; i < brokenBones.Length; i++)
        {
            broken += brokenBones [i];
        }
        currentBroken.text = "Bones Broken:\t\t" + broken;

        // trigger rain audio if there is actually rain...
        if (myWeatherController.precipitation > 0)
        {
            rain.Play();              //
        }
        // ...and kill it if there isn't
        if (myWeatherController.precipitation <= 0)
        {
            rain.Stop();
        }
    }