private bool LoadTexture(StructureTexture.TextureName textureName) { switch (textureName) { case StructureTexture.TextureName.UpwardRoadDiffuse: return(UpwardRoadDiffuse.Load()); case StructureTexture.TextureName.DownwardRoadDiffuse: return(DownwardRoadDiffuse.Load()); case StructureTexture.TextureName.BuildingFloorDiffuse: return(BuildingFloorDiffuse.Load()); case StructureTexture.TextureName.BuildingBaseDiffuse: return(BuildingBaseDiffuse.Load()); case StructureTexture.TextureName.BuildingBaseNormal: return(BuildingBaseNormal.Load()); case StructureTexture.TextureName.BuildingBurntDiffuse: return(BuildingBurntDiffuse.Load()); case StructureTexture.TextureName.BuildingAbandonedDiffuse: return(BuildingAbandonedDiffuse.Load()); case StructureTexture.TextureName.LightColorPalette: return(LightColorPalette.Load()); default: return(false); } }
private void SetTexture(string themeID, StructureTexture.TextureName textureName) { switch (textureName) { case StructureTexture.TextureName.UpwardRoadDiffuse: UpwardRoadDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.DownwardRoadDiffuse: DownwardRoadDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.BuildingFloorDiffuse: BuildingFloorDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.BuildingBaseDiffuse: BuildingBaseDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.BuildingBaseNormal: BuildingBaseNormal = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.BuildingBurntDiffuse: BuildingBurntDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.BuildingAbandonedDiffuse: BuildingAbandonedDiffuse = new StructureTexture(textureName, themeID); break; case StructureTexture.TextureName.LightColorPalette: LightColorPalette = new StructureTexture(textureName, themeID); break; } }