public void GenerateRewards() { SkillStats skill = unitManager.ChooseSkillReward(); int chosenSlot = Damage.RandomInt(0, (int)Constants.Slot.Ring); Gear gear = CreateGear((Constants.Slot)chosenSlot); ItemStats item = unitManager.player.ChooseItem(); rewards[(int)Constants.RewardTypes.Skill].ChangeReward(skill, gameManager.GetSkillSprite(skill)); rewards[(int)Constants.RewardTypes.Gear].ChangeReward(gear, gearAtlas.GetSprite(gear.SpriteName)); rewards[(int)Constants.RewardTypes.Item].ChangeReward(item, gearAtlas.GetSprite(item.SpriteName)); rewardPanel.SetActive(true); }