static public void ItemGet(Collider2D collision) { DropItem getItem = collision.gameObject.GetComponent <DropItem>(); int ItemID = getItem.ItemId; LogManager.MakeItemGetLog(PlayerManager.Player.Name.Value, ItemID); getItem.DropEnd(); string ItemType = ItemManager.returnItemType(ItemID); if (InventoryKeyCheck(ItemID)) { switch (ItemType) { case "UseItem": UseItemInventory[ItemID]++; break; case "WeaponItem": WeaponItemInventory[ItemID]++; break; case "HeadItem": HeadItemInventory[ItemID]++; break; case "BodyItem": BodyItemInventory[ItemID]++; break; case "HandItem": HandItemInventory[ItemID]++; break; case "FootItem": FootItemInventory[ItemID]++; break; case "AccesuryItem": AccesuryItemInventory[ItemID]++; break; } } else { switch (ItemType) { case "UseItem": UseItemInventory.Add(ItemID, 1); break; case "WeaponItem": WeaponItemInventory.Add(ItemID, 1); break; case "HeadItem": HeadItemInventory.Add(ItemID, 1); break; case "BodyItem": BodyItemInventory.Add(ItemID, 1); break; case "HandItem": HandItemInventory.Add(ItemID, 1); break; case "FootItem": FootItemInventory.Add(ItemID, 1); break; case "AccesuryItem": AccesuryItemInventory.Add(ItemID, 1); break; } } DataManager.Save(); }