void ItemUp(int index) { switch (powerups[index].letter.letter) { case "A": StartCoroutine(useBellows()); break; case "B": break; case "C": break; case "D": jumpDown = false; break; case "E": StartCoroutine(throwThrowable(index)); break; case "F": break; case "G": StartCoroutine(throwThrowable(index)); break; case "H": StartCoroutine(throwThrowable(index)); break; case "I": break; case "J": break; case "K": break; case "L": StartCoroutine(throwThrowable(index)); break; case "M": StartCoroutine(throwThrowable(index)); break; case "N": break; case "O": break; case "P": break; case "Q": break; case "R": break; case "S": break; case "T": break; case "U": //destroy Umbrella u = GameObject.FindObjectOfType <Umbrella> (); if (u != null) { pphysics.exitedStringItemState(); DestroyImmediate(u.gameObject); } break; case "V": break; case "W": pphysics.ExitClimb(); break; case "X": break; case "Y": StartCoroutine(throwThrowable(index)); break; case "Z": mainCamera.restoreCamera(true); powerups [index].available = true; break; default: break; } }