private void PassiveAbilityProcess(PassiveSkills passive) { triShield.SetAbility(false); switch (passiveSkills) { case PassiveSkills.None: break; case PassiveSkills.BouncyBullet: playerCombat.AssignedBulletBounce(maxBulletBounces); currentPassive = passiveAbilities[0]; //BouncyBullet(maxBulletBounces); break; case PassiveSkills.HelperBullet: currentPassive = passiveAbilities[1]; playerCombat.AssignedHelperBullet(); break; case PassiveSkills.SlowdownBullet: currentPassive = passiveAbilities[2]; playerCombat.AssignedSlowdownBullet(); break; case PassiveSkills.SpeedUp: currentPassive = passiveAbilities[3]; playerMovement.AssignSpeedUp(); break; case PassiveSkills.TriShield: currentPassive = passiveAbilities[4]; triShield.SetAbility(true); break; default: break; } }