votes buttons added for hanged tree, visibility managed in changeUI script
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using UnityEngine;
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using System.Collections;
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public class NewBehaviourScript : MonoBehaviour {
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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}
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}
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@ -1,5 +1,6 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using UnityEngine.UI;
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public class OnClickChangeUI : MonoBehaviour
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public class OnClickChangeUI : MonoBehaviour
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{
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{
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@ -7,6 +8,8 @@ public class OnClickChangeUI : MonoBehaviour
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private GameObject GOinstance;
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private GameObject GOinstance;
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private GameObject chat;
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private GameObject chat;
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private GameObject deadlist;
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private GameObject deadlist;
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private GameObject votePendu;
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CanvasGroup votePenduCanvas;
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Vector3 chatPos;
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Vector3 chatPos;
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Vector3 deadListPos;
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Vector3 deadListPos;
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Vector3 away;
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Vector3 away;
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@ -17,9 +20,12 @@ public class OnClickChangeUI : MonoBehaviour
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GOinstance = this.gameObject;
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GOinstance = this.gameObject;
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chat = GameObject.Find("Canvas_chat");
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chat = GameObject.Find("Canvas_chat");
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deadlist = GameObject.Find("dead_list");
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deadlist = GameObject.Find("dead_list");
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votePendu = GameObject.Find("PanelVotePendu");
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chatPos = new Vector3(-14.64F, 15.23F, 6.039996F); //chat.transform.position;
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chatPos = new Vector3(-14.64F, 15.23F, 6.039996F); //chat.transform.position;
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deadListPos = new Vector3(-2.162F, 0.115F, 3.507F);//deadlist.transform.position;
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deadListPos = new Vector3(-2.162F, 0.115F, 3.507F);//deadlist.transform.position;
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votePenduCanvas = votePendu.GetComponent<CanvasGroup>();
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votePenduCanvas.alpha = 0;
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away = new Vector3(1000, 1000);
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away = new Vector3(1000, 1000);
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chat.transform.localPosition = away;
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chat.transform.localPosition = away;
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@ -41,7 +47,10 @@ public class OnClickChangeUI : MonoBehaviour
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deadlist.transform.localPosition = deadListPos;
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deadlist.transform.localPosition = deadListPos;
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Debug.Log("eglise");
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Debug.Log("eglise");
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break;
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break;
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case "arbre_pendus_mdl":
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votePenduCanvas.alpha = 1;
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Debug.Log("pendu");
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break;
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default:
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default:
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break;
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break;
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}
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}
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