Video player now uses a different method for hiding unused screens.

This commit is contained in:
Jamie Greunbaum 2025-08-02 23:54:26 -04:00
parent 4def129b09
commit 6cce92caaf

View File

@ -225,23 +225,23 @@ public class CaseVideoSyncPlayer : UdonSharpBehaviour
{ {
case ClueScreenType.Blank: case ClueScreenType.Blank:
{ {
_BlankScreenMesh.gameObject.SetActive(true); _BlankScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
_VideoScreenMesh.gameObject.SetActive(false); _VideoScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
_MapScreenMesh.gameObject.SetActive(false); _MapScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
break; break;
} }
case ClueScreenType.Video: case ClueScreenType.Video:
{ {
_BlankScreenMesh.gameObject.SetActive(false); _BlankScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
_VideoScreenMesh.gameObject.SetActive(true); _VideoScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
_MapScreenMesh.gameObject.SetActive(false); _MapScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
break; break;
} }
case ClueScreenType.Map: case ClueScreenType.Map:
{ {
_BlankScreenMesh.gameObject.SetActive(false); _BlankScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
_VideoScreenMesh.gameObject.SetActive(false); _VideoScreenMesh.transform.localPosition = new Vector3(0.0f, -1000.0f, 0.0f);
_MapScreenMesh.gameObject.SetActive(true); _MapScreenMesh.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
break; break;
} }
} }