public void ChangeState(CornerStates newState) { switch (newState) { case CornerStates.TopL: targetAngle = new Vector3(0, -90, 0); break; case CornerStates.TopR: targetAngle = new Vector3(-90, 0, 0); break; case CornerStates.BottomL: targetAngle = new Vector3(0, 180, -90); break; case CornerStates.BottomR: targetAngle = new Vector3(90, -90, 0); break; } }
void SetCorner(DistrictCorners corner, CornerStates state) { GameObject selectedCorner = null; switch (corner) { case DistrictCorners.TOP_LEFT: selectedCorner = tlCorner; break; case DistrictCorners.TOP_RIGHT: selectedCorner = trCorner; break; case DistrictCorners.BOTTOM_RIGHT: selectedCorner = brCorner; break; case DistrictCorners.BOTTOM_LEFT: selectedCorner = blCorner; break; } switch (state) { case CornerStates.DISABLED: selectedCorner.SetActive(false); break; case CornerStates.INNER: selectedCorner.SetActive(true); selectedCorner.GetComponent <SpriteRenderer>().sprite = innerCornerSprite; break; case CornerStates.OUTER: selectedCorner.SetActive(true); selectedCorner.GetComponent <SpriteRenderer>().sprite = outerCornerSprite; break; } }