/// <summary>
 /// DaggerfallAutomapWindow script will use this to signal this script to switch to automap rendering mode "wireframe"
 /// </summary>
 public void switchToAutomapRenderModeWireframe()
 {
     currentAutomapRenderMode = AutomapRenderMode.Wireframe;
     Shader.EnableKeyword("AUTOMAP_RENDER_MODE_WIREFRAME");
     Shader.DisableKeyword("AUTOMAP_RENDER_MODE_TRANSPARENT");
 }
 /// <summary>
 /// DaggerfallAutomapWindow script will use this to signal this script to switch to the next available automap rendering mode
 /// </summary>
 public void switchToNextAutomapRenderMode()
 {
     int numberOfAutomapRenderModes = Enum.GetNames(typeof(AutomapRenderMode)).Length;
     currentAutomapRenderMode++;
     if ((int)currentAutomapRenderMode > numberOfAutomapRenderModes - 1) // first mode is mode 0 -> so use numberOfAutomapRenderModes-1 for comparison
         currentAutomapRenderMode = 0;
     switch (currentAutomapRenderMode)
     {
         default:
         case AutomapRenderMode.Transparent:
             Shader.DisableKeyword("AUTOMAP_RENDER_MODE_WIREFRAME");
             Shader.EnableKeyword("AUTOMAP_RENDER_MODE_TRANSPARENT");
             break;
         case AutomapRenderMode.Wireframe:
             Shader.EnableKeyword("AUTOMAP_RENDER_MODE_WIREFRAME");
             Shader.DisableKeyword("AUTOMAP_RENDER_MODE_TRANSPARENT");
             break;
         case AutomapRenderMode.Cutout:
             Shader.DisableKeyword("AUTOMAP_RENDER_MODE_WIREFRAME");
             Shader.DisableKeyword("AUTOMAP_RENDER_MODE_TRANSPARENT");
             break;
     }
 }
 /// <summary>
 /// DaggerfallAutomapWindow script will use this to signal this script to switch to automap rendering mode "transparent"
 /// </summary>
 public void switchToAutomapRenderModeTransparent()
 {
     currentAutomapRenderMode = AutomapRenderMode.Transparent;
     Shader.DisableKeyword("AUTOMAP_RENDER_MODE_WIREFRAME");
     Shader.EnableKeyword("AUTOMAP_RENDER_MODE_TRANSPARENT");
 }