b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
83 lines
2.0 KiB
C#
83 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LockEmissiveControls : MonoBehaviour
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{
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public Renderer[] baseplate1;
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public Renderer[] baseplate2;
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public Renderer[] lock1;
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public Renderer[] lock2;
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public Renderer[] lock3;
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public Renderer[] button;
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public Renderer[] padlock1;
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public Renderer[] padlock2;
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public void SetBaseplate1(Texture newTexture)
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{
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for (int i = 0; i < baseplate1.Length; i++)
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{
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baseplate1[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetBaseplate2(Texture newTexture)
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{
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for (int i = 0; i < baseplate2.Length; i++)
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{
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baseplate2[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetLock1(Texture newTexture)
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{
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for (int i = 0; i < lock1.Length; i++)
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{
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lock1[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetLock2(Texture newTexture)
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{
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for (int i = 0; i < lock2.Length; i++)
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{
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lock2[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetLock3(Texture newTexture)
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{
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for (int i = 0; i < lock3.Length; i++)
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{
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lock3[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetButton(Texture newTexture)
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{
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for (int i = 0; i < button.Length; i++)
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{
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button[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetPadlock1(Texture newTexture)
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{
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for (int i = 0; i < padlock1.Length; i++)
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{
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padlock1[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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public void SetPadlock2(Texture newTexture)
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{
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for (int i = 0; i < padlock2.Length; i++)
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{
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padlock2[i].material.SetTexture("_EmissionMap", newTexture);
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}
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}
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}
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