private void Callback_TileChanged(GameLogic.TileGrid tiles, Vector2i pos, GameLogic.TileTypes oldVal, GameLogic.TileTypes newVal) { //Update the tile data texture. tileGridTex.SetPixel(pos.x, pos.y, tileTypeToMaterialParam[newVal]); tileGridTex.Apply(); }
private void Callback_TileTypeChanged(GameLogic.TileGrid tiles, Vector2i tilePos, GameLogic.TileTypes oldType, GameLogic.TileTypes newType) { foreach (var kvp in UIObjectsByTileType) { kvp.Value.SetActive(kvp.Key == newType); } switch (newType) { case GameLogic.TileTypes.Empty: Label_Title.Key = "WINDOW_TILE_EMPTY"; break; case GameLogic.TileTypes.Wall: Label_Title.Key = "WINDOW_TILE_WALL"; break; case GameLogic.TileTypes.Deposit: Label_Title.Key = "WINDOW_TILE_DEPOSIT"; break; case GameLogic.TileTypes.Bedrock: Label_Title.Key = "WINDOW_TILE_BEDROCK"; break; } }