Video player now uses a different method for hiding unused screens.
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@ -225,23 +225,23 @@ public class CaseVideoSyncPlayer : UdonSharpBehaviour
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{
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case ClueScreenType.Blank:
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{
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_BlankScreenMesh.gameObject.SetActive(true);
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_VideoScreenMesh.gameObject.SetActive(false);
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_MapScreenMesh.gameObject.SetActive(false);
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_BlankScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
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_VideoScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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_MapScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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break;
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}
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case ClueScreenType.Video:
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{
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_BlankScreenMesh.gameObject.SetActive(false);
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_VideoScreenMesh.gameObject.SetActive(true);
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_MapScreenMesh.gameObject.SetActive(false);
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_BlankScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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_VideoScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
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_MapScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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break;
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}
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case ClueScreenType.Map:
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{
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_BlankScreenMesh.gameObject.SetActive(false);
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_VideoScreenMesh.gameObject.SetActive(false);
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_MapScreenMesh.gameObject.SetActive(true);
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_BlankScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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_VideoScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
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_MapScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
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break;
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}
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}
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