using System.Collections.Generic; using UnityEngine; public class DefectMaterialVisualizer : MonoBehaviour, IDefectVisualizer { public MeshRenderer MeshRenderer; private List supportedDefects = new() { DefectType.Hex_MissingMaterial_1, DefectType.Hex_MissingMaterial_2, DefectType.Hex_MissingMaterial_3, DefectType.Hex_MissingMaterial_4, DefectType.Hex_MissingMaterial_5, }; public void VisualizeDefect(DefectType defectType) { var materials = MeshRenderer.sharedMaterials; for (var i = 0; i < supportedDefects.Count; i++) { if (defectType.HasFlag(supportedDefects[i])) { materials[i + 1] = null; } } MeshRenderer.sharedMaterials = materials; } }