public void ItemGetOrDrop()
 {
     if (currentItem != null)
     {
         s_leveledit.LevEd.SpawnObject<o_itemObj>(currentItem.ID, transform.position, Quaternion.identity);
         pickup_delay = 1.5f;
         currentItem = null;
         return;
     }
     if (pickup_delay > 0)
         return;
     /*
     Collider2D colItem = IfTouchingGetCol(collision, "o_itemObj");
     if (colItem != null)
     {
         o_itemObj obj = colItem.GetComponent<o_itemObj>();
         if (obj != null)
         {
             currentItem = obj;
             currentItem.gameObject.SetActive(false);
             pickup_delay = 1.35f;
             return;
         }
     }
     */
 }
 public void RespawnItems()
 {
     foreach (Vector2 o in itemPositions)
     {
         o_itemObj go = s_levelloader.LevEd.SpawnObject <o_itemObj>("seashell", o, Quaternion.identity).GetComponent <o_itemObj>();
         itemsRequire.Add(go);
         go.transform.SetParent(GameObject.Find("Items").transform);
     }
 }
    public new void Update()
    {
        switch ((EVENTSTATE)eventState)
        {
        default:

            if (itemsRequire.Count == 0)
            {
                eventState = (int)EVENTSTATE.WIN;
            }
            o_itemObj o = itemsRequire.Find(x => !x.gameObject.activeSelf);
            if (o != null)
            {
                itemsRequire.Remove(o);
            }
            break;

        /*
         * case EVENTSTATE.ACTIVE:
         *
         * //s_gui.DisplayNotificationText("Time: " + timer + " Seashells: " + itemsRequire.Count + "/ " + itemPositions.Count, -1);
         *
         * if (timer >= 0)
         *  timer -= Time.deltaTime;
         * else
         * {
         *  DespawnItems();
         *  eventState = (int)EVENTSTATE.INACTIVE;
         * }
         * break;*/
        case EVENTSTATE.WIN:

            s_gui.DisplayNotificationText("The boundary has dissappeared...", 2.5f);
            s_globals.SetGlobalFlag("PS_MG_WIN", 1);
            //s_trig.trig.JumpToEvent
            eventState = (int)EVENTSTATE.DONE;
            DespawnObject();
            break;
        }
    }