Am I doing it right?

i want to i have this set up properly for difficult modifier. can someone double Check my work?using UnityEngine;
using System.Collections;

public class diffculty_scripts : MonoBehaviour {
public float Diffculty;
public Variabletype enemymovementmodifer;
public Variabletype enemyhealthmodifer;
public Variabletype enemyrangemodifer;
public Variabletype enemydamagemodifer;
public Variabletype crystalprotectionhealthmodifer;

void Start () {
	Diffculty = SortedList ("Squire", "Knight", "Elder Knight","Knight Commander", "Dragon Slayer Knight")
}
void update () {
	if Diffculty = ("Squire"){ 
		Set enemymovementmodifer = 0.85;
		Set enemyhealthmodifer = 0.5;
		Set enemyrangemodeifer = 0.9;
		Set enemydamagemodifer = 0.75;
		Set crystalprotectionhealthmodifer = 3;
	}

if Diffculty = ("Knight") {
		Set enemymovementmodifer = 1;
		Set enemyhealthmodifer = 1;
		Set enemyrangemodifer = 1;
		Set enemydamagemodifer = 1;
		Set crystalprotectionhealthmodifer = 2;
	}

if Diffculty = ("Elder Knight") {
		Set enemymovementmodifer = 1.15;
		Set enemyhealthmodifer = 1.5;
		Set enemyrangemodifer = 1.1;
		Set enemydamagemodfer = 1.25;
		Set crystalprotectionhealthmodifer = 1
	}
if Diffculty = ("Knight Commander"){
		Set enemymovementmodifer = 1.3;
		Set enemyhealthmodifer = 2;
		Set enemyrangemodifer = 1.2;
		Set enemydamagemodifer = 1.5;
		Set crystalprotectionhealthmodifer = 0.5
	}
if  Diffculty = ( "Dragon slayer knight") {
		Set enemymovementmodifer = 1.45;
		Set enemyhealthmodifer = 2.5;
		Set enemyrangemodifer = 1.3;
		Set enemydamagemodifer = 1.75;
		Set crystalprotectionhealthmodifer =0.25;
	}
}

}

I’d rather use an enum property, to only change the values when they really change. Like :

public enum DifficultyLevel = {Squire, Knight, ElderKnight, KnightCommander, DragonSlayerKnight};
private DifficultyLevel _difficultyLevel;
public DifficultyLevel difficultyLevel
{
    get { return _difficultyLevel; }
    set
    {
        if (value != _difficultyLevel)
        {
            _difficultyLevel = value;
            switch (_difficultyLevel)
            {
                case DifficultyLevel.Squire :
                    Set enemymovementmodifer = 0.85;
                    Set enemyhealthmodifer = 0.5;
                    Set enemyrangemodeifer = 0.9;
                    Set enemydamagemodifer = 0.75;
                    Set crystalprotectionhealthmodifer = 3;
                    break;
            }
        }
    }
}
private float _difficulty;
public float difficulty
{
    get { return _difficulty; }
    set
    {
        if (value != _difficulty)
        {
            _difficulty = value;
            if (_difficulty < 0.2f)
                difficultyLevel = DifficultyLevel.Squire;
            else if (_difficulty >= 0.2f)
                difficultyLevel = DifficultyLevel. Knight; // and so on
        }
    }
}
void update ()
{
    difficulty = whatever_you_want_to_read_from;
}

thanks for tips. i see what i can do with these