private void FVmeshVertexColor(FigureDataStruct fv)
    {
        GameObject meshInstance = BuilderFunctions.InstantiateMesh(fv.Vertices, fv.Faces, transform, fv.shootability[0], fv.id[0]);

        BuilderFunctions.AddMat(fv.Opacity, meshInstance, _vertexColors, _opaqueVertexColors);
        meshInstance.GetComponent <MeshFilter>().mesh.colors = fv.VertColorList[0];
    }
    private void FVmeshSingleColor(FigureDataStruct fv)
    {
        GameObject meshInstance = BuilderFunctions.InstantiateMesh(fv.Vertices, fv.Faces, transform, fv.shootability[0], fv.id[0]);

        BuilderFunctions.AddMat(fv.Opacity, meshInstance, _singleColor, _opaqueSingleColor);
        meshInstance.GetComponent <MeshRenderer>().material.SetColor("_color", fv.SingleColor);
    }
    private void FVmeshMultiVertColor(FigureDataStruct fv)
    {
        GameObject     meshInstance        = BuilderFunctions.InstantiateMesh(fv.Vertices, fv.Faces, multiMeshContainer, fv.shootability[0], fv.id[0]);
        List <Color[]> _multiVertColorList = fv.VertColorList;

        multiMeshContainer.GetComponent <MultiVertColUpdater>().SetStuff(_multiVertColorList, meshInstance);
        meshInstance.GetComponent <MeshFilter>().mesh.colors = _multiVertColorList[0];
        BuilderFunctions.AddMat(fv.Opacity, meshInstance, _vertexColors, _opaqueVertexColors);
    }
    public void UpdateMatlabFigure()
    {
        string _path = Application.streamingAssetsPath + System.IO.Path.DirectorySeparatorChar + fileSelectionDropDown.Text;
        List <FigureDataStruct> _figureDataList = new FigureDataStructList(_path).DataStructList;

        for (int i = 0; i < _figureDataList.Count; i++)
        {
            FigureDataStruct _figureData = _figureDataList[i];
            _matTypes[_figureData.Type](_figureData);
        }
    }
    public void UpdateMatlabFigure()
    {
        string _path = Application.streamingAssetsPath + System.IO.Path.DirectorySeparatorChar + fileSelectionDropDown.Text;
        List <FigureDataStruct> h2 = new FigureDataStructList(_path).DataStructList;

        for (int i = 0; i < h2.Count; i++)
        {
            FigureDataStruct temp = h2[i];
            _matTypes[temp.Type](temp);
        }
    }
 private void HandleShootConnections(FigureDataStruct d)
 {
     // do nothing. This void only exists to fit the dictionary pattern.
 }
 private void CamDistSetter(FigureDataStruct cd) => CamOrbit.functions.SetCamDistance(cd.CamDistance);
 private void drawGraph(FigureDataStruct gr) => graphContainer.GetComponent <GraphController>().BuildGraph(gr.GraphPointList, gr.SingleColor);
 private void scatter3(FigureDataStruct sc) => BuilderFunctions.SpawnScatterSpheres(sc.Vertices, sc.PointSize, sc.SingleColor, _opaqueSingleColor, transform, sc.shootability, sc.id);