/// <summary> /// Do the effect base on type u select. /// </summary> /// <param name="effectType"> effect type. </param> public void DoEffect(BF_PickItemEffectType effectType) { BF_GameManager bfGm = BF_GameManager.instance; switch (effectType) { case BF_PickItemEffectType.ADD_HP: { bfGm.HEALTH_LIQUIDBAR.DeltaAdd(mEffectValue); } break; case BF_PickItemEffectType.SUB_HP: { bfGm.HEALTH_LIQUIDBAR.DeltaSub(mEffectValue); } break; case BF_PickItemEffectType.ADD_MP: { bfGm.MANA_LIQUIDBAR.DeltaAdd(mEffectValue); } break; case BF_PickItemEffectType.SUB_MP: { bfGm.MANA_LIQUIDBAR.DeltaSub(mEffectValue); } break; case BF_PickItemEffectType.INC_RC_MP: { bfGm.MANA_LIQUIDBAR.LiquidBar.RecoverValue += JCS_Mathf.ToPositive(mEffectValue); } break; case BF_PickItemEffectType.DEC_RC_MP: { bfGm.MANA_LIQUIDBAR.LiquidBar.RecoverValue += JCS_Mathf.ToNegative(mEffectValue); } break; } }
/// <summary> /// 根據物品的效果不同設置不同的,飛行標誌! /// </summary> public void SetPickColliderByObject(BF_PickItemEffectType effectType) { BF_GameManager bfGm = BF_GameManager.instance; switch (effectType) { case BF_PickItemEffectType.SUB_HP: case BF_PickItemEffectType.ADD_HP: { mPickItem.PickCollider = bfGm.HEALTH_OBJECT; } break; case BF_PickItemEffectType.SUB_MP: case BF_PickItemEffectType.ADD_MP: { mPickItem.PickCollider = bfGm.MANA_OBJECT; } break; } }