void GodsHaveChosenOpponent() // this is raised in the choose modifier scene { switch (runtimeChoices.runTimeLoopCount) { case 1: runtimeChoices.firstOpponent.modifier = finalChoice; break; case 2: runtimeChoices.secondOpponent.modifier = finalChoice; break; case 3: runtimeChoices.thirdOpponent.modifier = finalChoice; break; case 4: runtimeChoices.fourthOpponent.modifier = finalChoice; break; } // Debug.Log("Gods have chosen the " + runtimeChoices.runTimeLoopCount + ". modifier! It is: " + finalChoice.name); if (_musicManager != null) { _musicManager.PlayMusic("Battle", 1); } runtimeChoices.enemyModifiers.Add(enemyModifierChoices[choice - 1]); // adds the chosen modifier to the array audioList = FindObjectOfType <AudioList>(); audioList.OnModifierPicked(); StartCoroutine(WaitForModifierToShutUp()); }