//update per frame void Update() { Renderer renderer = gameObject.GetComponent <Renderer>(); //simplify the color changing process if (levelDesigner.GetBlockType(Int32.Parse(gameObject.name.Substring(3, 1)), Int32.Parse(gameObject.name.Substring(1, 1))) == levelDesigner.GetBrick()) { renderer.material = levelDesigner.brickMaterial; //change the material of the cube to brick material } else if (levelDesigner.GetBlockType(Int32.Parse(gameObject.name.Substring(3, 1)), Int32.Parse(gameObject.name.Substring(1, 1))) == levelDesigner.GetWall()) { renderer.material = levelDesigner.wallMaterial; //change the material of the cube to the wall material } else if (levelDesigner.GetBlockType(Int32.Parse(gameObject.name.Substring(3, 1)), Int32.Parse(gameObject.name.Substring(1, 1))) == levelDesigner.GetPlayer()) { renderer.material = levelDesigner.playerMaterial; //change the block material to player material } else if (levelDesigner.GetBlockType(Int32.Parse(gameObject.name.Substring(3, 1)), Int32.Parse(gameObject.name.Substring(1, 1))) == levelDesigner.GetEnemy()) { renderer.material = levelDesigner.enemyMaterial; //change the cube material to enemy material } else if (levelDesigner.GetBlockType(Int32.Parse(gameObject.name.Substring(3, 1)), Int32.Parse(gameObject.name.Substring(1, 1))) == levelDesigner.GetNo_Value()) { renderer.material = levelDesigner.emptyMaterial; //change the cube material to empty } }
/// <summary> ///When click the Player button /// </summary> public void ClickPlayerBtn() { levelDesigner.SetSelectedType(levelDesigner.GetPlayer()); Debug.Log("Player Clicked "); }