public void ApplyEffect(BasePlayer p)
{
switch (Type)
{
// More power
case PowerUpType.Power:
p.IncreasePower(1);
break;
// More bombs
case PowerUpType.Bomb:
p.IncreaseTotalBombNumber(1);
break;
// More speed
case PowerUpType.Speed:
p.IncreaseSpeed(GameConfiguration.BasePlayerSpeed * (GameConfiguration.PlayerSpeedIncrementeurPercentage/100));
break;
// Skeleton ! => Bad items
case PowerUpType.BadEffect:
int randomBadEffect = GameConfiguration.Random.Next(GameConfiguration.BadEffectList.Count);
p.ApplyBadItem(GameConfiguration.BadEffectList[randomBadEffect]);
break;
// More points
case PowerUpType.Score:
p.Stats.Score++;
break;
}
}