public void TakeSetItem(ITEM_KIND _kind, int _count, float _power) { //Debug.Log ("#### GetItem > 구현해야함..."); switch (_kind) { case ITEM_KIND.PLUS_BULLET: weaponStep += _count; if (weaponStep > Constant.WEAPON_STEP_MAX) { weaponStep = Constant.WEAPON_STEP_MAX; } break; case ITEM_KIND.PLUS_HEALTH: Debug.Log(" > health up"); health += _count; if (health > HEALT_MAX) { health = HEALT_MAX; } break; case ITEM_KIND.PLUS_COIN: Debug.Log(" > Coin up"); coin += _count; break; case ITEM_KIND.PLUS_POWER: Debug.Log(" > Power up"); power += _power; break; } }
//-------------------------------- // temporary Start() //-------------------------------- //void Start (){ // InitReuse (ITEM_KIND.PLUS_BULLET, 1, 0); //} public void InitReuse(ITEM_KIND _k, int _count, float _power) { //Debug.Log ((int)kind); kind = _k; count = _count; power = _power; renderer.sprite = sprites [(int)kind]; velocity.Set( Random.Range(-1f, 1f), //좌우 약간 튀게.. maxJumpVelocity, //떨어지게... 0f); }