public void GetQueue_Item_shield(Vector2 _position, FarmingPoint _point) { if (queue_f_shield.Count != 0) { _farmItem = queue_f_shield.Dequeue(); GetQueue_ItemSpawn(_position, _point); } }
private void GetQueue_ItemSpawn(Vector2 _position, FarmingPoint _point) // 함수 중복 처리 { _farmItem.transform.position = _position; _farmItem.PutMySpawnPoint(_point); _farmItem.gameObject.SetActive(true); if (_point.isauraZone) { FarmingManager.instance.InputAuraItem(_farmItem); } else { FarmingManager.instance.InputItem(_farmItem); } }
public void PutMySpawnPoint(FarmingPoint _point) // 파라미터의 point에서 나온 아이템이 살아있는지 죽었는지를 판별하기 위해서 넣어줌. { _mySpawnPoint = _point; }
public void AddPoint(FarmingPoint _point) { _farmingPos.Add(_point); }
public void DeleteAuraPoint(FarmingPoint _point) { _auraFarmingPos.Remove(_point); }
public void AddAuraPoint(FarmingPoint _point) { _auraFarmingPos.Add(_point); }
public void DeletePoint(FarmingPoint _point) { _farmingPos.Remove(_point); }