implement more changes
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@@ -6,12 +6,31 @@ public class UpgradeCard : MonoBehaviour
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{
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public enum UpgradeType
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{
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FireRate = 0,
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Range = 1,
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Damage = 2,
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MultiShot= 3,
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Homing = 4,
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Ricochet = 5,
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ReinforcedPowder = 0,
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ExpandedPayload = 1,
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AutoLoader = 2,
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HeavyCaliber = 3,
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ShockwaveShells = 4,
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ShrapnelRounds = 5,
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FragmentBurst = 6,
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BurningDebris = 7,
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ConcussiveImpact = 8,
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CraterMaker = 9,
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ChainDetonation = 10,
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SiegeShells = 11,
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ArmorPiercingCore = 12,
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DoubleCharge = 13,
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SiegePlatform = 14,
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ExecutionShell = 15,
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FinisherPayload = 16,
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StabilizedBarrel = 17,
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SmartTargeting = 18,
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RangefinderOptics = 19,
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DelayedFuse = 20,
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OverloadedChamber = 21,
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VolatileMunitions = 22,
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GlassCannonDesign = 23,
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ApocalypseRound = 24,
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}
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@@ -79,12 +98,31 @@ public class UpgradeCard : MonoBehaviour
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{
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switch (type)
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{
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case UpgradeType.FireRate: return "FIRE RATE";
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case UpgradeType.Range: return "RANGE";
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case UpgradeType.Damage: return "DAMAGE";
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case UpgradeType.MultiShot: return "MULTI SHOT";
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case UpgradeType.Homing: return "HOMING";
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case UpgradeType.Ricochet: return "RICOCHET";
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case UpgradeType.ReinforcedPowder: return "REINFORCED POWDER";
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case UpgradeType.ExpandedPayload: return "EXPANDED PAYLOAD";
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case UpgradeType.AutoLoader: return "AUTO-LOADER";
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case UpgradeType.HeavyCaliber: return "HEAVY CALIBER";
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case UpgradeType.ShockwaveShells: return "SHOCKWAVE SHELLS";
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case UpgradeType.ShrapnelRounds: return "SHRAPNEL ROUNDS";
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case UpgradeType.FragmentBurst: return "FRAGMENT BURST";
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case UpgradeType.BurningDebris: return "BURNING DEBRIS";
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case UpgradeType.ConcussiveImpact: return "CONCUSSIVE IMPACT";
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case UpgradeType.CraterMaker: return "CRATER MAKER";
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case UpgradeType.ChainDetonation: return "CHAIN DETONATION";
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case UpgradeType.SiegeShells: return "SIEGE SHELLS";
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case UpgradeType.ArmorPiercingCore: return "ARMOR-PIERCING CORE";
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case UpgradeType.DoubleCharge: return "DOUBLE CHARGE";
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case UpgradeType.SiegePlatform: return "SIEGE PLATFORM";
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case UpgradeType.ExecutionShell: return "EXECUTION SHELL";
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case UpgradeType.FinisherPayload: return "FINISHER PAYLOAD";
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case UpgradeType.StabilizedBarrel: return "STABILIZED BARREL";
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case UpgradeType.SmartTargeting: return "SMART TARGETING";
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case UpgradeType.RangefinderOptics: return "RANGEFINDER OPTICS";
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case UpgradeType.DelayedFuse: return "DELAYED FUSE";
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case UpgradeType.OverloadedChamber: return "OVERLOADED CHAMBER";
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case UpgradeType.VolatileMunitions: return "VOLATILE MUNITIONS";
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case UpgradeType.GlassCannonDesign: return "GLASS CANNON DESIGN";
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case UpgradeType.ApocalypseRound: return "APOCALYPSE ROUND";
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default: return type.ToString().ToUpperInvariant();
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}
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}
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