Color SetColor(CharacterPreset.TeamSelect team)
    {
        switch (team)
        {
        case CharacterPreset.TeamSelect.Red:
            return(Color.red);

        case CharacterPreset.TeamSelect.Yellow:
            return(Color.yellow);

        case CharacterPreset.TeamSelect.Green:
            return(Color.green);

        case CharacterPreset.TeamSelect.Blue:
            return(Color.blue);

        default:
            Debug.Log("UpperPanel: SetColor Error!");
            return(Color.white);
        }
    }
    CharacterPreset.TeamSelect QuickSetTeam(CharacterPreset.TeamSelect ExcludedTeam)
    {
        switch (ExcludedTeam)
        {
        case CharacterPreset.TeamSelect.Red:
            return(CharacterPreset.TeamSelect.Blue);

        case CharacterPreset.TeamSelect.Yellow:
            return(CharacterPreset.TeamSelect.Red);

        case CharacterPreset.TeamSelect.Green:
            return(CharacterPreset.TeamSelect.Yellow);

        case CharacterPreset.TeamSelect.Blue:
            return(CharacterPreset.TeamSelect.Green);

        default:
            Debug.Log("Enemy team setting error!");
            return(CharacterPreset.TeamSelect.Red);
        }
    }
    // Update is called once per frame
    void Update()
    {
        foreach (GameObject panel in ModePanels)
        {
            if (panel.activeInHierarchy)
            {
                switch (panel.name)
                {
                case "Competitive4v4":
                    Mode = GameMainControl.GameModeSelect.Rounded4v4;
                    switch (RoundsOrKills.value)
                    {
                    case 0:
                        WinUnit = 7;
                        break;

                    case 1:
                        WinUnit = 9;
                        break;

                    case 2:
                        WinUnit = 11;
                        break;

                    case 3:
                        WinUnit = 13;
                        break;

                    default:
                        Debug.Log("Illegal win unit!");
                        WinUnit = 0;
                        break;
                    }
                    break;

                case "TeamDeadmatch4v4":
                    Mode = GameMainControl.GameModeSelect.KillCount4v4;
                    switch (RoundsOrKills.value)
                    {
                    case 0:
                        WinUnit = 50;
                        break;

                    case 1:
                        WinUnit = 100;
                        break;

                    case 2:
                        WinUnit = 150;
                        break;

                    default:
                        Debug.Log("Illegal win unit!");
                        WinUnit = 0;
                        break;
                    }
                    break;
                }
            }
        }
        switch (TeamSelection.value)
        {
        case 0:
            MyTeam = CharacterPreset.TeamSelect.Red;
            break;

        case 1:
            MyTeam = CharacterPreset.TeamSelect.Yellow;
            break;

        case 2:
            MyTeam = CharacterPreset.TeamSelect.Green;
            break;

        case 3:
            MyTeam = CharacterPreset.TeamSelect.Blue;
            break;
        }
        EnemyTeam = QuickSetTeam(MyTeam);
        switch (WeaponSelection.value)
        {
        case 0:
            MyWeapon = CharacterPreset.WeaponSelect.Knife;
            break;

        case 1:
            MyWeapon = CharacterPreset.WeaponSelect.Sword;
            break;

        case 2:
            MyWeapon = CharacterPreset.WeaponSelect.Spear;
            break;

        case 3:
            MyWeapon = CharacterPreset.WeaponSelect.Musou;
            break;
        }
        switch (ArmorSelection.value)
        {
        case 0:
            MyArmor = 0;
            break;

        case 1:
            MyArmor = 10;
            break;

        case 2:
            MyArmor = 20;
            break;
        }
    }
 // Start is called before the first frame update
 void OnEnable()
 {
     teammates = GetComponentsInChildren <CharacterPreset>();
     myTeam    = teammates[0].Team;
     surviving = true;
 }