void Update() { float offsetX = 0; int state = HOUSE_ROWS - 1; if (_tile.durability == 0) { state = 0; } else if (_tile.OnFire) { state = 2; } else if (_tile.IsDamaged()) { state = 1; } float offsetY = ((float)state / HOUSE_ROWS); //split into x and y indexes Vector2 offset = new Vector2(offsetX, offsetY); GetComponent <Renderer>().material.SetTextureOffset("_MainTex", offset); }