private void ApplyEffect(IFighter[] aTargets) { for (int i = 0; i < aTargets.Length; i++) { IFighter currFighter = aTargets[i]; switch (m_OffenseType) { case OffenseType.HEAL: currFighter.ReceiveHeal(m_AbilityFirstEffect); break; case OffenseType.CLEANSE: currFighter.Cleanse(); break; case OffenseType.ARMOR: currFighter.AddArmor(m_AbilityFirstEffect); break; } } }