public void SetFaceTexture(FaceTexture faceTextureId = FaceTexture.Default) { switch (faceTextureId) { case FaceTexture.Default: if (defaultTexture) { faceMeshRenderer.materials = new Material[] { defaultTexture } } ; break; case FaceTexture.Grin: if (grinTexture) { faceMeshRenderer.materials = new Material[] { grinTexture } } ; break; case FaceTexture.Dead: if (deadTexture) { faceMeshRenderer.materials = new Material[] { deadTexture } } ; break; default: break; } }
private void SetFaceTextures(string[] s) { int x, y = 0; FaceTextures = new FaceTexture[int.Parse(s[0])]; s = CodeReader.GetStringArrayStartFromIndex(s, 1); for (int i = 0; i < FaceTextures.Length; i++) { string[] textures = new string[int.Parse(s[y + 2])]; x = 0; for (int j = 0; j < textures.Length; j++) { textures[j] = s[y + x + 4]; x++; } ulong[] texHV = new ulong[int.Parse(s[y + 3])]; for (int j = 0; j < texHV.Length; j++) { texHV[j] = ulong.Parse(s[y + x + 4]); x++; } FaceTextures[i] = new FaceTexture(s[y], uint.Parse(s[y + 1]), textures, texHV); y += x + 4; } }