//충동시 아이템 획득 private void OnTriggerEnter(Collider other) { InventoryTab inventoryTab = null; switch (majorType) { case MajorTypeEnum.CommonItem: { // 깊은 복사 & 수정 SlotItem item = ItemData.CommonItemClone(index); int dropCount = UnityEngine.Random.Range((int)dropAmountRange.x, (int)dropAmountRange.y + 1); item.Count = dropCount; //아이템이 먹어지는 탭 지정 inventoryTab = TabManager.GetTab(0); inventoryTab.Add(item, true); break; } case MajorTypeEnum.ConsumItem: { SlotItem item = ItemData.ConsumItemClone(index); int dropCount = UnityEngine.Random.Range((int)dropAmountRange.x, (int)dropAmountRange.y + 1); item.Count = dropCount; inventoryTab = TabManager.GetTab(0); inventoryTab.Add(item, true); break; } case MajorTypeEnum.EquipmentItem: { SlotItem item = ItemData.EquipmentItemClone(index); inventoryTab = TabManager.GetTab(0); inventoryTab.Add(item, true); break; } case MajorTypeEnum.ImmediateItem: { int dropAmount = UnityEngine.Random.Range((int)dropAmountRange.x, (int)dropAmountRange.y + 1); ImmediateItem item = ItemData.ImmediateClone(index); item.UseEvent.Invoke(dropAmount); break; } } SlotManager.RefreshAll(); //#### 아이템 먹을때는 인벤토리 켜져있을때만 새로고침하면됨 Destroy(this.gameObject); }