// Update the meshes to correct UVs depending on the property lookingAt (direction from human.movement) public void UpdateLookingAt(Direction dir) { this.bodyGraphic = GraphicInstance.GetNew( this.human.def.graphics, Defs.colorPallets["human_body"].colors[this.skinData.bodyColorID], Res.textures["Body_" + (this.skinData.bodyID).ToString()], 0, MeshPool.GetHumanPlaneMesh(this.size, dir) ); this.headGraphic = GraphicInstance.GetNew( this.human.def.graphics, Defs.colorPallets["human_body"].colors[this.skinData.bodyColorID], Res.textures["Head_" + (this.skinData.headID).ToString()], 1, MeshPool.GetHumanPlaneMesh(this.size, dir) ); this.eyesGraphic = GraphicInstance.GetNew( this.human.def.graphics, Color.white, Res.textures["Eye_" + (this.skinData.eyeID).ToString()], 2, MeshPool.GetHumanPlaneMesh(this.size, dir) ); this.hairGraphic = GraphicInstance.GetNew( this.human.def.graphics, Defs.colorPallets["human_hair"].colors[this.skinData.hairColorID], Res.textures["Hair_" + (this.skinData.hairID).ToString()], 3, MeshPool.GetHumanPlaneMesh(this.size, dir) ); }