void Update() { if (shootState != ShootState.not_shooting) { shootState = ShootState.not_shooting; } // TODO: Ideally should work with dictionary<int,matType> - GetButton(Material{int})->currentMat=dict[int] if (Input.GetKeyDown("1")) { currentMaterial = FloopableMaterialTypes.Reflective; } if (Input.GetKeyDown("2")) { currentMaterial = FloopableMaterialTypes.Opaque; } if (Input.GetKeyDown("3")) { currentMaterial = FloopableMaterialTypes.GoThrough; } if (Input.GetMouseButtonDown(0)) { Shoot(); } }
// Start is called before the first frame update void Start() { currentMaterial = gun.currentMaterial; for (int icon = 0; icon < materialIcons.Length; icon++) { var tempColor = materialIcons[icon].color; tempColor.a = (FloopableMaterialTypes)icon == currentMaterial ? activeAlpha : inactiveAlpha; materialIcons[icon].color = tempColor; } }
public void ChangeMaterial(FloopableMaterialTypes newMaterial) { currentMaterial = newMaterial; UpdateMaterial(); }