public void PotionEffect(GameObject Player, int itemID) { CharacterStat stat_temp = Player.GetComponent <CharacterStat>(); switch (itemID) { case 20001: stat_temp.GetHeal(1000, Player); break; case 20002: stat_temp.GetHeal(2000, Player); break; case 20003: stat_temp.GetHeal(3000, Player); break; case 20004: stat_temp.GetHeal(3000, Player); break; case 20005: stat_temp.GetHeal(3000, Player); break; case 20006: stat_temp.GetMana(1000); break; case 20007: stat_temp.GetMana(2000); break; case 20008: stat_temp.GetMana(3000); break; case 20009: stat_temp.GetMana(4000); break; case 20010: stat_temp.GetMana(5000); break; case 20011: StartCoroutine(BuffPotion_Delay(15, stat_temp, 100, 20011)); break; case 20012: StartCoroutine(BuffPotion_Delay(15, stat_temp, 100, 20012)); break; case 20013: StartCoroutine(BuffPotion_Delay(15, stat_temp, 100, 20013)); break; case 20014: StartCoroutine(BuffPotion_Delay(15, stat_temp, 100, 20014)); break; case 20015: StartCoroutine(BuffPotion_Delay(15, stat_temp, 40, 20015)); break; case 20016: StartCoroutine(BuffPotion_Delay(15, stat_temp, 30, 20016)); break; case 20017: StartCoroutine(BuffPotion_Delay(15, stat_temp, 30, 20017)); break; case 20018: StartCoroutine(BuffPotion_Delay(3, stat_temp, 100, 20018)); break; } }