for (int i = 0; i < 2; i++)
{
Modifier tmpModifier;
if (i == 0)
tmpModifier = modifier.positiveModifier;
else
tmpModifier = modifier.negativeModifier;
switch (tmpModifier.modifierName)
{
case "Hoard": manager.equipmentChestDrops += (int)tmpModifier.value; break;
case "Treasure": manager.chanceToGenerateChest += (int)tmpModifier.value; break;
case "Rich": manager.coinBonus += tmpModifier.value; break;
case "Haunted": manager.soulBonus += (int)tmpModifier.value; break;
case "Journey": manager.artifactBonus += tmpModifier.value; break;
case "Afterlife": manager.afterlife = true; break;
case "Healing": manager.healing += tmpModifier.value; break;
case "Furious": manager.enemyDmgBonus += tmpModifier.value; break;
case "Swift": manager.enemySpdBonus += tmpModifier.value; break;
case "Locked": manager.locked = true; break;
case "Clumsy": manager.clumsy = true; break;
case "Inert": manager.inert = true; break;
case "Strong":
case "Weak": manager.dmgBonus += tmpModifier.value; break;
case "Speedy":
case "Slowed": manager.spdBonus += tmpModifier.value; break;
case "Extended":
case "Endless":
case "Fast":
case "Rush": manager.dungeonTime += tmpModifier.value; break;
case "Silent":
case "Crowded": manager.enemySpawning += (int)tmpModifier.value; break;
case "Simple":
case "Easy":
case "Hard":
case "Challenging": manager.dungeonDifficulty += (int)tmpModifier.value; break;
case "Lucky":
case "Unlucky": manager.luck += (int)tmpModifier.value; break;
case "Reinforced":
case "Fragile": manager.durabilityMultiplier += tmpModifier.value; break;
default: Debug.LogError("Fallthrough case detected!"); break;
}
}