public void SetSlotState(zslotstateE state) { var mname = matname(state); Material newmat = Resources.Load(mname, typeof(Material)) as Material; slotstate = state; //Debug.Log("matname:"+mname+"newmat:" + newmat.ToString()); if (sign != null) { var srenderer = sign.GetComponent <Renderer>(); srenderer.material = newmat; srenderer.material.mainTextureScale = new Vector2(1f, 1f); } }
string matname(zslotstateE ss) { var path = "sign_materials/"; switch (ss) { default: case zslotstateE.available: return(path + "sign_available"); case zslotstateE.welcome: return(path + "sign_welcome"); case zslotstateE.reserved: return(path + "sign_reserved"); case zslotstateE.inactive: return(path + "sign_inactive"); case zslotstateE.donotpark: return(path + "sign_donotpark"); case zslotstateE.pleaseverfiy: return(path + "sign_pleaseverfiy"); } }