Firstborn/Assets/InfinityPBR/_InfinityPBR - Locks and Lo.../Scripts/LockEmissiveControls.cs
Schaken-Mods b8ab71969a Finished lockpicking, tied it to the Skills system
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.
2023-05-05 22:02:18 -05:00

83 lines
2.0 KiB
C#

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);
}
}
}