internal void EntryClick(CouncilPlayerEntry councilPlayerEntry) { PlayerState state = PlayerBehaviour.Local.State; foreach (CouncilPlayerEntry entry in _playerEntries) { if (entry != councilPlayerEntry) { entry.AcceptButton.gameObject.SetActive(false); entry.CancelButton.gameObject.SetActive(false); } else if (state == PlayerState.Alive && !GameManager.Instance.AlreadyVoted(PlayerBehaviour.Local)) { entry.AcceptButton.gameObject.SetActive(true); entry.CancelButton.gameObject.SetActive(true); } } }
private void OnPlayerReport(PlayerBehaviour obj) { SetGroupActive(true); foreach (Transform t in LayoutGroup.transform) { Destroy(t.gameObject); } _playerEntries.Clear(); List <PlayerBehaviour> players = GameManager.Instance.Players; players.Sort((a, b) => a.State == PlayerState.Alive ? -1 : 1); foreach (PlayerBehaviour player in GameManager.Instance.Players) { CouncilPlayerEntry entry = Instantiate(PlayerEntryPrefab, LayoutGroup.transform); entry.Council = this; entry.PlayerBinding = player; entry.RootButton.interactable = player.State == PlayerState.Alive; _playerEntries.Add(entry); } }