private void ApplyBattleItemEffect(BaseStats target) { if (itemEffect == ItemEffect.HealStat) { target.ModifyStatPermanent(attributteToModify, modifier); } else if (itemEffect == ItemEffect.IncreaseStatTemporarily) { target.ModifyStatOnBattle(attributteToModify, modifier); } else if (itemEffect == ItemEffect.MoreDamageNextTurn) { //turn some variable on combat class to true //subscribe to some coroutine or action to turn that variable to false } }