//----------------------------------------- /* public void MaterialSaved() * { * DataManager.SaveItem1 = haveHarb; * DataManager.SaveItem2 = haveTomato; * DataManager.SaveItem3 = haveItem3; * DataManager.SaveItem4 = haveItem4; * DataManager.SaveItem5 = haveItem5; * DataManager.SaveItem6 = haveItem6; * DataManager.SaveItem7 = haveItem7; * DataManager.SaveItem8 = haveItem8; * DataManager.SaveItem9 = haveItem9; * DataManager.SaveItem10 = haveItem10; * DataManager.SaveItem11 = haveItem11; * DataManager.SaveItem12 = haveItem12; * DataManager.SaveItem13 = haveItem13; * DataManager.SaveItem14 = haveItem14; * } */ IEnumerator GetMaterial()//떨어진 재료아이탬을 획득하고 해당 재료를 재료 칸에 띄우는 코루틴 { yield return(new WaitForSeconds(0.5f - (FurnitureEffect.Furniture3_3Effect))); GameObject[] Materials = GameObject.FindGameObjectsWithTag("Material"); Vector3 PlayerPos = GameObject.Find("Player").transform.position; Vector3 NPCPos = GameObject.Find("Rain").transform.position; for (int index = 0; index < Materials.Length; index++) { if (Materials[index].transform.position.x >= PlayerPos.x - 0.5f && Materials[index].transform.position.x <= PlayerPos.x + 0.5f && Materials[index].transform.position.y <= -2.2f) { MatPar = Materials[index].GetComponent <MaterialParmeter>(); MatParSprite = Materials[index].GetComponent <SpriteRenderer>(); SoundManager.sounds["Pop (3)"].Play(); Rigidbody2D rigid = Materials[index].GetComponent <Rigidbody2D>(); Vector2 getMotion = new Vector2(0f, 4f); rigid.AddForce(getMotion, ForceMode2D.Impulse); Itemnum = MatPar.ItemNum; switch (Itemnum) { case 1: if (!FirstItem1) { DataCallManager.SaveItemType(1); } haveHarb += MatPar.ItemCount; haveItem++; matList.HarbListUpdate(); break; case 2: if (!FirstItem2) { DataCallManager.SaveItemType(2); } haveTomato += MatPar.ItemCount; haveItem++; matList.TomatoListUpdate(); break; case 3: if (!FirstItem3) { DataCallManager.SaveItemType(3); } haveItem3 += MatPar.ItemCount; haveItem++; matList.Item3ListUpdate(); break; case 4: if (!FirstItem4) { DataCallManager.SaveItemType(4); } haveItem4 += MatPar.ItemCount; haveItem++; matList.Item4ListUpdate(); break; case 5: if (!FirstItem5) { DataCallManager.SaveItemType(5); } haveItem5 += MatPar.ItemCount; haveItem++; matList.Item5ListUpdate(); break; case 6: if (!FirstItem6) { DataCallManager.SaveItemType(6); } haveItem6 += MatPar.ItemCount; haveItem++; matList.Item6ListUpdate(); break; case 7: if (!FirstItem7) { DataCallManager.SaveItemType(7); } haveItem7 += MatPar.ItemCount; haveItem++; matList.Item7ListUpdate(); break; case 8: if (!FirstItem8) { DataCallManager.SaveItemType(8); } haveItem8 += MatPar.ItemCount; haveItem++; matList.Item8ListUpdate(); break; case 9: if (!FirstItem9) { DataCallManager.SaveItemType(9); } haveItem9 += MatPar.ItemCount; haveItem++; matList.Item9ListUpdate(); break; case 10: if (!FirstItem10) { DataCallManager.SaveItemType(10); } haveItem10 += MatPar.ItemCount; haveItem++; matList.Item10ListUpdate(); break; case 11: if (!FirstItem11) { DataCallManager.SaveItemType(11); } haveItem11 += MatPar.ItemCount; haveItem++; matList.Item11ListUpdate(); break; case 12: if (!FirstItem12) { DataCallManager.SaveItemType(12); } haveItem12 += MatPar.ItemCount; haveItem++; matList.Item12ListUpdate(); break; case 13: if (!FirstItem13) { DataCallManager.SaveItemType(13); } haveItem13 += MatPar.ItemCount; haveItem++; matList.Item13ListUpdate(); break; case 14: if (!FirstItem14) { DataCallManager.SaveItemType(14); } haveItem14 += MatPar.ItemCount; haveItem++; matList.Item14ListUpdate(); break; case 15: if (!FirstItem15) { DataCallManager.SaveItemType(15); } haveItem15 += MatPar.ItemCount; haveItem++; matList.Item15ListUpdate(); break; } Destroy(Materials[index].gameObject, 0.4f); } else if (Materials[index].transform.position.x >= NPCPos.x - 0.5f && Materials[index].transform.position.x <= NPCPos.x + 0.5f && Materials[index].transform.position.y <= -2.2f) { MatPar = Materials[index].GetComponent <MaterialParmeter>(); MatParSprite = Materials[index].GetComponent <SpriteRenderer>(); SoundManager.sounds["Pop (3)"].Play(); Rigidbody2D rigid = Materials[index].GetComponent <Rigidbody2D>(); Vector2 getMotion = new Vector2(0f, 4f); rigid.AddForce(getMotion, ForceMode2D.Impulse); Itemnum = MatPar.ItemNum; switch (Itemnum) { case 1: if (!FirstItem1) { DataCallManager.SaveItemType(1); } haveHarb += MatPar.ItemCount; haveItem++; matList.HarbListUpdate(); break; case 2: if (!FirstItem2) { DataCallManager.SaveItemType(2); } haveTomato += MatPar.ItemCount; haveItem++; matList.TomatoListUpdate(); break; case 3: if (!FirstItem3) { DataCallManager.SaveItemType(3); } haveItem3 += MatPar.ItemCount; haveItem++; matList.Item3ListUpdate(); break; case 4: if (!FirstItem4) { DataCallManager.SaveItemType(4); } haveItem4 += MatPar.ItemCount; haveItem++; matList.Item4ListUpdate(); break; case 5: if (!FirstItem5) { DataCallManager.SaveItemType(5); } haveItem5 += MatPar.ItemCount; haveItem++; matList.Item5ListUpdate(); break; case 6: if (!FirstItem6) { DataCallManager.SaveItemType(6); } haveItem6 += MatPar.ItemCount; haveItem++; matList.Item6ListUpdate(); break; case 7: if (!FirstItem7) { DataCallManager.SaveItemType(7); } haveItem7 += MatPar.ItemCount; haveItem++; matList.Item7ListUpdate(); break; case 8: if (!FirstItem8) { DataCallManager.SaveItemType(8); } haveItem8 += MatPar.ItemCount; haveItem++; matList.Item8ListUpdate(); break; case 9: if (!FirstItem9) { DataCallManager.SaveItemType(9); } haveItem9 += MatPar.ItemCount; haveItem++; matList.Item9ListUpdate(); break; case 10: if (!FirstItem10) { DataCallManager.SaveItemType(10); } haveItem10 += MatPar.ItemCount; haveItem++; matList.Item10ListUpdate(); break; case 11: if (!FirstItem11) { DataCallManager.SaveItemType(11); } haveItem11 += MatPar.ItemCount; haveItem++; matList.Item11ListUpdate(); break; case 12: if (!FirstItem12) { DataCallManager.SaveItemType(12); } haveItem12 += MatPar.ItemCount; haveItem++; matList.Item12ListUpdate(); break; case 13: if (!FirstItem13) { DataCallManager.SaveItemType(13); } haveItem13 += MatPar.ItemCount; haveItem++; matList.Item13ListUpdate(); break; case 14: if (!FirstItem14) { DataCallManager.SaveItemType(14); } haveItem14 += MatPar.ItemCount; haveItem++; matList.Item14ListUpdate(); break; case 15: if (!FirstItem15) { DataCallManager.SaveItemType(15); } haveItem15 += MatPar.ItemCount; haveItem++; matList.Item15ListUpdate(); break; } Destroy(Materials[index].gameObject, 0.4f); } } StartCoroutine("GetMaterial"); }