private void HandleEvent(Item item, Player player) { if (m_debug) { Debug.Log(string.Format("GameManager12:HandleEvent() \n" + "=> ItemType:{0} EffectType:{1} goldValue:{2}\n" + "=> Player:{3} - {4}", item.ItemType, item.EffectType, item.goldValue, player.NumPlayer, player.Name)); } string faction = GetFactionStringFromFaction(player.Faction); int platformCode; string playerName; SplitPlayerID(player.Name, out platformCode, out playerName); string state = ""; switch (item.ItemType) { case Item.e_itemType.COINCHEST: float goldChest = item.goldValue; SendMessageToPlayer((Platform)platformCode, playerName, "Vous avez découvert un coffre de pièces!"); break; case Item.e_itemType.GRENADES: m_InventoryDisplay.AjoutInventaire(faction, player.Faction.ListPlayer.IndexOf(player) + 1, "GRENADE"); SendMessageToPlayer((Platform)platformCode, playerName, "Vous avez rammassé une grenade!"); break; case Item.e_itemType.SHOVEL: m_InventoryDisplay.AjoutInventaire(faction, player.Faction.ListPlayer.IndexOf(player) + 1, "PELLE"); SendMessageToPlayer((Platform)platformCode, playerName, "Vous avez trouvé une pelle!"); break; case Item.e_itemType.PARCHEMENT: state = "STUN"; SendMessageToPlayer((Platform)platformCode, playerName, "Vous vous êtes fait une entorse."); break; case Item.e_itemType.STRAIN: state = "STRAIN"; SendMessageToPlayer((Platform)platformCode, playerName, "Vous vous êtes fait une entorse."); break; case Item.e_itemType.GLASSES: SendMessageToPlayer((Platform)platformCode, playerName, "Vous avez les lunettes!"); break; default: break; } SendCommand(state, player.Name); }