void GiveItemToPlayer(Defines.ItemType type, Collider2D col) { switch (type) { case Defines.ItemType.Coin: col.GetComponent <Char_PlayerCtr>().AddCoin(m_enemyStats.Drop_Coin); break; case Defines.ItemType.ExpPotion: col.GetComponent <Char_PlayerCtr>().AddExp(m_enemyStats.Drop_Exp); break; case Defines.ItemType.HpPotion: InstantiateAndAddItemOnUI(type); break; case Defines.ItemType.MpPotion: InstantiateAndAddItemOnUI(type); break; case Defines.ItemType.RandomReineforcementScroll: InstantiateAndAddItemOnUI(type); break; case Defines.ItemType.SelectReinforecementScroll: InstantiateAndAddItemOnUI(type); break; case Defines.ItemType.NormalTreasure: Managers.UI.GetSceneUI <Inventory_Treasure>().RandomInstantiateTreasureObject(); break; case Defines.ItemType.MonsterTreasure: break; } }
void InstantiateAndAddItemOnUI(Defines.ItemType type) { GameObject go = Managers.Resources.Instantiate($"{m_prefabsPath}Item_{type}"); Managers.UI.GetSceneUI <UI_Inventory>().ChkAndAddItemInSlot(go.transform); }