string matname(slotstateE ss) { var path = "sign_materials/"; switch (ss) { default: case slotstateE.available: return(path + "sign_available"); case slotstateE.welcome: return(path + "sign_welcome"); case slotstateE.reserved: return(path + "sign_reserved"); case slotstateE.inactive: return(path + "sign_inactive"); case slotstateE.donotpark: return(path + "sign_donotpark"); case slotstateE.pleaseverfiy: return(path + "sign_pleaseverfiy"); case slotstateE.car_free: return(path + "sign_car_free"); case slotstateE.car_reserved: return(path + "sign_car_reserved"); case slotstateE.slot_free: return(path + "sign_slot_free"); case slotstateE.slot_reserved: return(path + "sign_slot_reserved"); } }
public void Initialize(Garage garage, int num, float x, float z, float ang, float width, string group) { this.garage = garage; this.num = num; this.x = x; this.z = z; this.ang = ang; this.width = width; this.group = group; this.fullname = garage.name + "/" + this.name; this.slotstate = slotstateE.slot_free; }
public void SetSlotState(slotstateE state) { var mname = matname(state); Material newmat = Resources.Load(mname, typeof(Material)) as Material; slotstate = state; //Debug.Log("matname:"+mname+"newmat:" + newmat.ToString()); if (sign != null) { var srenderer = sign.GetComponent <Renderer>(); srenderer.material = newmat; srenderer.material.mainTextureScale = new Vector2(1f, 1f); } }