public void PerformPowerAction(int Action) { switch (CurrentPower.GetPowerType()) { case EARTH: Earth Earth = CurrentPower as Earth; switch (Action) { case PRIMARY_ACTION: HUD.Message.text = "Create Earth Stair Step!"; Earth.CreateFloatingBlock(); break; case SECONDRY_ACTION: HUD.Message.text = "Create Earth Block!"; Earth.CreateFallingBlock(); break; case TERTIARY_ACTION: HUD.Message.text = "Shot Earth Projectile!"; Earth.ShootEarthProjecile(); break; case FOURTH_ACTION: Earth.DestroyAllBlocks(); break; } break; case FIRE: Fire Fire = CurrentPower as Fire; switch (Action) { case PRIMARY_ACTION: HUD.Message.text = "Activate Fire Shield!"; Fire.ActivateFireShield(); break; case SECONDRY_ACTION: HUD.Message.text = "Deactivate Fire Shield!"; Fire.DeactivateFireShield(); break; case TERTIARY_ACTION: HUD.Message.text = "Shot Fire Projectile!"; Fire.ShootFireProjectile(); break; default: break; } break; } }