assets + playerVote + change state

This commit is contained in:
Marine 2024-01-28 16:43:01 +01:00
parent 0876f685d8
commit d668c99a57
23 changed files with 3492 additions and 1010 deletions

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@ -374,6 +374,34 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs e)
break;
}
case (int)GameState.PropositionsSent:
{
if (TakePicture.activeInHierarchy)
{
TakePicture.SetActive(false);
WaitingOtherPlayers.SetActive(true);
}
break;
}
case (int)GameState.MakeVote:
{
if (TakePicture.activeInHierarchy)
{
TakePicture.SetActive(false);
VotePicture.SetActive(true);
}
if (WaitingOtherPlayers.activeInHierarchy)
{
WaitingOtherPlayers.SetActive(false);
VotePicture.SetActive(true);
}
break;
}
}
}

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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ShowPlayerVote : MonoBehaviour
{
public List<GameObject> playersPrefab = new List<GameObject>();
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void ShowBlockWithPlayerName(List<Player> _votedPlayers)
{
if (playersPrefab.Count < _votedPlayers.Count) return;
for(int i =0; i < _votedPlayers.Count; i++)
{
Player player = _votedPlayers[i];
if(player != null)
{
playersPrefab[i].SetActive(true);
playersPrefab[i].GetComponentInChildren<TextMeshProUGUI>().text = player.name;
}
}
}
}

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