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Question by eje211 · Nov 16, 2011 at 03:40 AM · c#texture

GetValue problems

How come this works:

 // colorName == "a string with the name of the color"
     switch (colorName) {
     case "red":
         avatar.renderer.material.mainTexture = avatar.GetComponent<CarElements>().red_color;
         break;
     case "blue":
         avatar.renderer.material.mainTexture = avatar.GetComponent<CarElements>().blue_color;
         break;
     }

But this does not?

 // colorName == "a string with the name of the color"
 avatar.renderer.material.mainTexture = (Texture) typeof(CarElements).GetProperty(colorName + "_color").GetValue(avatar.GetComponent<CarElements>(), null);

Aren't they supposed to be exactly the same thing?

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avatar image syclamoth · Nov 16, 2011 at 03:43 AM 0
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They're... really not the same thing at all. Ideally, they have the same result, but in totally different ways- and obviously it isn't working at all. A better question is why would you want to do the second way (which is way less efficient) just to save 8 lines?

avatar image eje211 · Nov 16, 2011 at 03:44 AM 0
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$$anonymous$$ostly because that way I don't have to keep the list of values for colorName up to date all the time. And I shortened it, there are many colors on the list.

avatar image syclamoth · Nov 16, 2011 at 03:48 AM 0
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Why don't you store your textures in a string (or enum) -keyed dictionary?

avatar image eje211 · Nov 16, 2011 at 03:50 AM 0
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I'll look into that, yes.

avatar image syclamoth · Nov 16, 2011 at 03:55 AM 0
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Unity doesn't serialize dictionaries, so you'll have to have a list of simple objects which get compiled into a dictionary at runtime-

 [System.Serializable]
 public class Dictionary$$anonymous$$ember
 {
     public string key;
     public Texture value;
 }

 foreach(Dictionary$$anonymous$$ember memb in dictionaryList)
 {
     dict.Add(memb.key, memb.value);
 }

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