using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
public class FaceMaterialSwitcher : MonoBehaviour
{
[SerializeField]
[Tooltip("Materials to use for face meshes.")]
Material[] m_FaceMaterials;
///
/// Getter/setter for the Face Materials.
///
public Material[] faceMaterials
{
get { return m_FaceMaterials; }
set { m_FaceMaterials = value; }
}
static int s_CurrentMaterialIndex;
static Dictionary s_FaceTracker = new Dictionary();
void Start()
{
ARFace face = GetComponent();
Material mat;
if (!s_FaceTracker.TryGetValue(face.trackableId, out mat))
{
s_FaceTracker.Add(face.trackableId, m_FaceMaterials[s_CurrentMaterialIndex]);
GetComponent().material = m_FaceMaterials[s_CurrentMaterialIndex];
s_CurrentMaterialIndex = (s_CurrentMaterialIndex + 1) % m_FaceMaterials.Length;
}
else
{
// Assign the material that was already used for the face's unique id.
GetComponent().material = mat;
}
}
}