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Commit a87a27e9 authored by Guillaume Meinesz's avatar Guillaume Meinesz
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Integration du plugin HM

prototype contenant :
- un splashscreen (à décorer)
- le plugin HM fonctionnel
- une scene principale à peupler avec evalulu
parent d3387dfc
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#
# == Windows ==
#
# Windows image file caches
Thumbs.db
ehthumbs.db
.DS_Store
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk
#audacity
*-ancien*.wav
#libreoffice
.~lock.*.*\#
#tmpFiles
*.*~
#
# == Unity ==
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Bb]in/
/[Bb]inaries/
/[Ll]ogs/
*.log
# [Guillaume Meinesz addition 15 decembre 2019] Visual Studio cache directory
.vs/
# Bought assets
/Assets/AssetStoreTools*
/Assets/Ultimate Game Music Collection*
/Assets/Universal Sound FX*
# Autogenerated VS/MD solution and project files
ExportedObj/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
# Unity3D generated meta files
*.pidb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# WARNING [Guillaume Meinesz addition 15 decembre 2019]
# I want AutoGenerated Sprite Atlases to be ignored because they are all auto-generated on my windows machine when I didn't modify them.
# Builds
*.apk
*.unitypackage
*.snap
*.spriteatlas
*.mp4*
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainSceneScript : MonoBehaviour
{
public void boutonOuverturePluginHM()
{
//newSystemeDeTraces.writeNewTrace_internal("ouverture_connexion_plugin_HM", null);
HM_PluginController.OpenTeacherAdmin();
//recursivelyChangeLayerInALlCHildren(this.gameObject, "Ignore Raycast");
}
}
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