using System.Collections; using System.Collections.Generic; using UnityEngine; public class LockEmissiveControls : MonoBehaviour { public Renderer[] baseplate1; public Renderer[] baseplate2; public Renderer[] lock1; public Renderer[] lock2; public Renderer[] lock3; public Renderer[] button; public Renderer[] padlock1; public Renderer[] padlock2; public void SetBaseplate1(Texture newTexture) { for (int i = 0; i < baseplate1.Length; i++) { baseplate1[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetBaseplate2(Texture newTexture) { for (int i = 0; i < baseplate2.Length; i++) { baseplate2[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetLock1(Texture newTexture) { for (int i = 0; i < lock1.Length; i++) { lock1[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetLock2(Texture newTexture) { for (int i = 0; i < lock2.Length; i++) { lock2[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetLock3(Texture newTexture) { for (int i = 0; i < lock3.Length; i++) { lock3[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetButton(Texture newTexture) { for (int i = 0; i < button.Length; i++) { button[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetPadlock1(Texture newTexture) { for (int i = 0; i < padlock1.Length; i++) { padlock1[i].material.SetTexture("_EmissionMap", newTexture); } } public void SetPadlock2(Texture newTexture) { for (int i = 0; i < padlock2.Length; i++) { padlock2[i].material.SetTexture("_EmissionMap", newTexture); } } }