public void GetItem(ItemST itemST) //아이템얻었을때 { switch (itemST.itemType) { case E_ITEM.HPPLUS: //HP업먹음 HeartEffect.SetActive(true); Invoke("EffectOff", 0.25f); if (HP < 5) { HP++; } //Debug.Log("HP " + HP + " 개"); break; case E_ITEM.INVINCIBLE: //무적 invincibleCount = 0; invincibleTime = 5; UIMgr.UI_Invincible.GetComponentInChildren <ProgressCoolDown>().MaxtTime = invincibleTime; UIMgr.UI_Invincible.GetComponentInChildren <ProgressCoolDown>().ItemTime = invincibleTime; //Debug.Log("INVINCIBLE 먹음"); break; case E_ITEM.SHIELD: //방어막먹음 shieldCount = 0; shieldTime = 10; UIMgr.UI_Shield.GetComponentInChildren <ProgressCoolDown>().MaxtTime = shieldTime; UIMgr.UI_Shield.GetComponentInChildren <ProgressCoolDown>().ItemTime = shieldTime; if (Shield == true) { sOverlap = true; Invoke("ShieldEventOn", 1.0f); } if (Shield == false) { ShieldEvent(); } //Debug.Log("SHIELD 먹음"); break; case E_ITEM.COIN: //동전먹음 CoinEffect.SetActive(true); Invoke("EffectOff", 0.25f); Coin++; // 동전수 +1 break; case E_ITEM.MAGNET: //자석먹음 magnetCount = 0; magnetTime = 10; UIMgr.UI_Magnet.GetComponentInChildren <ProgressCoolDown>().MaxtTime = magnetTime; UIMgr.UI_Magnet.GetComponentInChildren <ProgressCoolDown>().ItemTime = magnetTime; MagnetEvent(); //Debug.Log("MAGNET 먹음"); break; case E_ITEM.EITEMMAX: //Debug.Log("아이템 겟에서 오류"); return; } }
public void GetItem(ItemST itemST) { // print("아이템 이벤트 받음."); }