/// <summary> /// Apply the skin to the turret. /// </summary> public void ApplyTurretSkin() { turret.ClearMeshSkins(); Texture2D skinTexture = Toolkit.GetSkin(attributes.skin); const int ARBITRARY_CEILING = 2000; for (int i = 0; i < ARBITRARY_CEILING; ++i) { if (!turret.AddMeshSkin("Body" + i, skinTexture)) { break; } } }
/// <summary> /// Apply the skin to the tank. /// </summary> private void ApplySkin() { selectedTank.ClearMeshSkins(); selectedTurret.ClearMeshSkins(); Texture2D skinTexture = Toolkit.GetSkin(form.TankSkin); const int ARBITRARY_CEILING = 2000; for (int i = 0; i < ARBITRARY_CEILING; ++i) { if (!selectedTank.AddMeshSkin("Body" + i, skinTexture)) { break; } } for (int i = 0; i < ARBITRARY_CEILING; ++i) { if (!selectedTurret.AddMeshSkin("Body" + i, skinTexture)) { break; } } }