hide/show of canvas are managed (they're moved far in fact). refs issue6

This commit is contained in:
Marc Pouliquen 2016-02-04 16:14:00 +01:00
parent 94879f62f5
commit 8b5a9975b3
3 changed files with 2154 additions and 1190 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,51 @@
using UnityEngine;
using System.Collections;
public class Gui_OnClickChangeUi : MonoBehaviour {
public GameObject Canvas_chat;
public GameObject dead_list;
public Gui_ChatWindow chatWindow;
public Vector3 chatPosition;
public Vector3 deadListPosition;
public CanvasGroup cg;
// Use this for initialization
void Start () {
//manage canvas chat
Canvas_chat = GameObject.Find("Canvas_chat");
chatPosition = Canvas_chat.transform.localPosition;
Canvas_chat.transform.localPosition = new Vector3(1000, 1000);
//manage dead_list
dead_list = GameObject.Find("dead_list");
deadListPosition = dead_list.transform.localPosition;
dead_list.transform.localPosition = new Vector3(1000, 1000);
//canvas.GetComponentInChildren();
}
void OnMouseDown()
{
//Manage show/hide status of canvas (hidden by default, shown when the user clicks on the associate building)
switch (this.gameObject.name)
{
case "Maison":
Debug.logger.Log("Maison !");
break;
case "Taverne":
Debug.logger.Log("Taverne !");
Canvas_chat.transform.localPosition = chatPosition;
break;
case "eglise_mdl":
Debug.logger.Log("Eglise !");
dead_list.transform.localPosition = deadListPosition;
break;
}
}
// Update is called once per frame
void Update () {
}
}

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@ -28,7 +28,7 @@ public class Gui_OnClickedMoveCamera : MonoBehaviour {
camCtrl.targetPos = destination.position;
camCtrl.targetRot = destination.rotation;
}
}
void OnMouseEnter() {
//Lerp to hilight color