public void ItemEvent(Stats pStats) { playerStats = pStats; #region Damage or Heal if(isHeal) playerStats.AdjustHealth(healAmount); if(isDamage) playerStats.ApplyDamage(damageAmount); #endregion #region Health Containers if(addHealthContainers) { for(int i = 0; i < healthToAdd; i++) { playerStats.AddHealth(); } } if(subHealthContainers) { for(int i = 0; i < healthToSub; i++) { playerStats.SubHealth(); } } #endregion #region Shields if(addShields) { for(int i = 0; i < shieldsToAdd; i++) { playerStats.AddShield(); } } if(subShields) { for(int i = 0; i < shieldsToSub; i++) { playerStats.SubShield(); } } #endregion #region MovementSpeed if(addMovementSpeed) { for(int i = 0; i < movementSpeedToAdd; i++) { playerStats.AddMovementSpeed(); } } if(subMovementSpeed) { for(int i = 0; i < movementSpeedToSub; i++) { playerStats.SubMovementSpeed(); } } #endregion #region Damage if(addDamage) { for(int i = 0; i < damageToAdd; i++) { playerStats.AddDamage(); } } if(subDamage) { for(int i = 0; i < damageToSub; i++) { playerStats.SubDamage(); } } #endregion #region ProjectileSpeed if(addProjectileSpeed) { for(int i = 0; i < projectileSpeedToAdd; i++) { playerStats.AddProjectileSpeed(); } } if(subProjectileSpeed) { for(int i = 0; i < projectileSpeedtoSub; i++) { playerStats.SubProjectileSpeed(); } } #endregion #region Range if(addRange) { for(int i = 0; i < rangeToAdd; i++) { playerStats.AddRange(); } } if(subShields) { for(int i = 0; i < rangeToSub; i++) { playerStats.SubRange(); } } #endregion #region Attack Speed if(addAttackSpeed) { for(int i = 0; i < attackSpeedToAdd; i++) { playerStats.AddAttackSpeed(); } } if(subAttackSpeed) { for(int i = 0; i < attackSpeedToSub; i++) { playerStats.SubAttackSpeed(); } } #endregion #region Penetration if(addPenetration) { for(int i = 0; i < penetrationToAdd; i++) { playerStats.AddPenetration(); } } if(subPenetration) { for(int i = 0; i < penetrationToSub; i++) { playerStats.SubPenetration(); } } #endregion #region Coins if(addCoins) { playerStats.AddCoins(coinsToAdd); } if(subCoins) { playerStats.SubCoins(coinsToSub); } #endregion #region Keys if(addKeys) { for(int i = 0; i < keysToAdd; i++) { playerStats.AddKey(); } } if(subKeys) { for(int i = 0; i < keysToSub; i++) { playerStats.SubKey(); } } #endregion playerStats.UpdateLabels(); }