public void LoadMutation(int mutationIndex, bool equipped) { int equip = equipped ? 1 : 0; PlayerPrefs.SetInt("Equipped:" + mutationIndex, equip); PlayerPrefs.Save(); equippedImgs[mutationIndex].sprite = equipped ? equippedSprite : unequippedSprite; switch (mutationIndex) { case 0: fish.AddFollower(equipped); break; case 1: laserController.UpgradeStun(equipped); break; case 2: fish.AddShield(equipped); break; case 3: laserController.UpgradeDamage(equipped); break; case 4: fish.AddHP(equipped); break; case 5: fish.AddLaserBeam(equipped); break; /*case 6: * laserController.UpgradeRate(equipped); * break; * case 7: * fish.AddLaserBeam(equipped); * break;*/ default: break; } }