public void Setup(int gridPosIndex, int startLevel, GameHouseSkinType skinType, List <NeighbourData> neighbourList, bool isPlayersHouse = false) { _gridPosIndex = gridPosIndex; _startLevel = startLevel; _neighbourList = neighbourList; _isPlayersHouse = isPlayersHouse; SetCurrentLevel(startLevel); SetHouseSkin(skinType); }
private void SetHouseSkin(GameHouseSkinType skinType) { _skinType = skinType; Sprite newHouseSprite; switch (skinType) { case GameHouseSkinType.Farm: newHouseSprite = Resources.Load <Sprite>("Houses/farm_house"); break; case GameHouseSkinType.Diagonal: newHouseSprite = Resources.Load <Sprite>("Houses/diagonal_house"); break; case GameHouseSkinType.Love: newHouseSprite = Resources.Load <Sprite>("Houses/love_house"); break; case GameHouseSkinType.Rusty: newHouseSprite = Resources.Load <Sprite>("Houses/rusty_house"); break; case GameHouseSkinType.Modern: newHouseSprite = Resources.Load <Sprite>("Houses/modern_house"); break; case GameHouseSkinType.High: newHouseSprite = Resources.Load <Sprite>("Houses/high_house"); break; default: newHouseSprite = Resources.Load <Sprite>("Houses/modern_house"); break; } houseSpriteRenderer.sprite = newHouseSprite; }