Beispiel #1
0
    void assign_mat(Season s = Season.SUMMER)
    {
        sprite_group.SetSeason(s);
        if (s == Season.SUMMER)
        {
            if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.DEEPSEA))
            {
                Mesh.material = MatDeepSea;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.SEA))
            {
                Mesh.material = MatSea;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.FARM))
            {
                Mesh.material = MatFarm;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.SWAMP))
            {
                Mesh.material = MatSwamp;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.CAVE))
            {
                Mesh.material = MatCave;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.FOREST))
            {
                Mesh.material = MatForest;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.HIGHLAND))
            {
                Mesh.material = MatHighland;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.MOUNTAINS))
            {
                Mesh.material = MatMountain;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.WASTE))
            {
                Mesh.material = MatWaste;
            }
            else
            {
                Mesh.material = MatPlains;
            }
        }
        else
        {
            if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.DEEPSEA))
            {
                Mesh.material = MatWinterDeepSea;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.SEA))
            {
                Mesh.material = MatWinterSea;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.FARM))
            {
                Mesh.material = MatWinterFarm;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.SWAMP))
            {
                Mesh.material = MatWinterSwamp;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.CAVE))
            {
                Mesh.material = MatWinterCave;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.FOREST))
            {
                Mesh.material = MatWinterForest;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.HIGHLAND))
            {
                Mesh.material = MatWinterHighland;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.MOUNTAINS))
            {
                Mesh.material = MatWinterMountain;
            }
            else if (m_node.ProvinceData.Terrain.IsFlagSet(Terrain.WASTE))
            {
                Mesh.material = MatWinterWaste;
            }
            else
            {
                Mesh.material = MatWinterPlains;
            }
        }

        Mesh.material.color = get_node_color(m_node);//SetColor("_Color", get_node_color(m_node));

        if (m_wraps != null)
        {
            foreach (ProvinceWrapMarker m in m_wraps)
            {
                m.UpdateMaterial();
            }
        }
    }