private Material chooseMaterial(RoomSlotBehavior.RoomFunction function) { switch (function) { case RoomSlotBehavior.RoomFunction.Cargo: return(EditorControllerBehavior.getRef().roomMaterials[0]); case RoomSlotBehavior.RoomFunction.Control: return(EditorControllerBehavior.getRef().roomMaterials[1]); case RoomSlotBehavior.RoomFunction.LifeSupport: return(EditorControllerBehavior.getRef().roomMaterials[2]); case RoomSlotBehavior.RoomFunction.Machine: return(EditorControllerBehavior.getRef().roomMaterials[3]); case RoomSlotBehavior.RoomFunction.MedicalBay: return(EditorControllerBehavior.getRef().roomMaterials[4]); case RoomSlotBehavior.RoomFunction.Sensor: return(EditorControllerBehavior.getRef().roomMaterials[5]); case RoomSlotBehavior.RoomFunction.Shield: return(EditorControllerBehavior.getRef().roomMaterials[6]); case RoomSlotBehavior.RoomFunction.Teleporter: return(EditorControllerBehavior.getRef().roomMaterials[7]); case RoomSlotBehavior.RoomFunction.WeaponControll: return(EditorControllerBehavior.getRef().roomMaterials[8]); default: return(null); } }
// Use this for initialization void Start() { reference = this; }