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new file mode 100644
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diff --git a/Assets/Import/Image/keys.png b/Assets/Import/Image/keys.png
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diff --git a/Assets/Import/ShopItems/canne.png b/Assets/Import/ShopItems/canne.png
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diff --git a/Assets/Items/1.Chaussures.asset b/Assets/Items/1.Chaussures.asset
index 115f9c0572a31300846b9f831111dfe715d8b862..a6e925968149e67daf6f186a6cd66f4329dd0cd8 100644
--- a/Assets/Items/1.Chaussures.asset
+++ b/Assets/Items/1.Chaussures.asset
@@ -13,6 +13,6 @@ MonoBehaviour:
   m_Name: 1.Chaussures
   m_EditorClassIdentifier: 
   id: 1
-  name: Chaussures de marche
+  nom: Chaussure de marche
   description: Ces chaussures permettent de ne pas avoir mal aux pieds
   image: {fileID: 0}
diff --git a/Assets/Items/2.Baton.asset b/Assets/Items/2.Baton.asset
index 7ab27bb70ddc31307efb18a85c6e1a76e2572a12..14777cd069c98d0107ec9cb5ca663cd2b6322a94 100644
--- a/Assets/Items/2.Baton.asset
+++ b/Assets/Items/2.Baton.asset
@@ -13,6 +13,6 @@ MonoBehaviour:
   m_Name: 2.Baton
   m_EditorClassIdentifier: 
   id: 2
-  name: Baton de marche
+  nom: Baton de marche
   description: Permet de moin ce fatiguer
   image: {fileID: 0}
diff --git "a/Assets/Items/3.R\303\251chaud.asset" "b/Assets/Items/3.R\303\251chaud.asset"
index 095302c481355a42b86c5d5cfa4c4a3760e2a92e..4881a7b73f0e7f132f481ce4331331f1b61ffe62 100644
--- "a/Assets/Items/3.R\303\251chaud.asset"
+++ "b/Assets/Items/3.R\303\251chaud.asset"
@@ -13,7 +13,7 @@ MonoBehaviour:
   m_Name: "3.R\xE9chaud"
   m_EditorClassIdentifier: 
   id: 3
-  name: "R\xE9chaud"
+  nom: "R\xE9chaud"
   description: Permet de faire des sorties plus longues en mangeant de super repas
     chaud.
   image: {fileID: 0}
diff --git a/Assets/Items/4.Tente.asset b/Assets/Items/4.Tente.asset
index c955b5c8b4732e03895f4f80013d646bffe40bc4..9cef59591e9d744ded509f2e3eda727dfcc52162 100644
--- a/Assets/Items/4.Tente.asset
+++ b/Assets/Items/4.Tente.asset
@@ -13,6 +13,6 @@ MonoBehaviour:
   m_Name: 4.Tente
   m_EditorClassIdentifier: 
   id: 4
-  name: Tente
+  nom: Tente
   description: "Permet de randonner tr\xE8s longtemps en dormant dans la for\xEAt."
   image: {fileID: 0}
diff --git a/Assets/LoseNature.cs b/Assets/LoseNature.cs
new file mode 100644
index 0000000000000000000000000000000000000000..fe6dee415236a26a6dbb08dff49cb1a7eb05f7cd
--- /dev/null
+++ b/Assets/LoseNature.cs
@@ -0,0 +1,24 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LoseNature : MonoBehaviour
+{
+    private bool lostLife = false;
+    private int nbFactory = 0;
+    public int damageByFactory = 20;
+
+    private void OnTriggerEnter2D(Collider2D collision)
+    {
+        if (collision.CompareTag("Player"))
+        {
+            if (!lostLife)
+            {
+                nbFactory = GameObject.FindGameObjectsWithTag("factory").Length;
+                Debug.Log("il pert de la vie: " + nbFactory * damageByFactory);
+                collision.GetComponent<PlayerNature>().LooseNature(damageByFactory * nbFactory);
+                this.lostLife = true;
+            }
+        }
+    }
+}
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diff --git a/Assets/Prefabs/GUI/BarreDenature.prefab b/Assets/Prefabs/GUI/BarreDenature.prefab
index 40d6795ea274d1688ea906d8b2b24ea10e9129c7..f5f616da65bf35ec986cd84ad31c0cdb56f5d525 100644
--- a/Assets/Prefabs/GUI/BarreDenature.prefab
+++ b/Assets/Prefabs/GUI/BarreDenature.prefab
@@ -1,5 +1,241 @@
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index 16524f6e36c8ec5d39dffbe20d3165d8396d5284..b40e666291f6414a0d229766777c1e789c861887 100644
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diff --git a/Assets/Scripts/GUI/Dialog.cs b/Assets/Scripts/GUI/Dialog.cs
index 1f6d2ba2f61c9231d21f4232e17979b8fd528134..b0f0e17020c3a45c1784be8eea71d54382db77f5 100644
--- a/Assets/Scripts/GUI/Dialog.cs
+++ b/Assets/Scripts/GUI/Dialog.cs
@@ -29,6 +29,7 @@ public class Dialog : MonoBehaviour
 
     public GameObject dialogBox;
     public Text dialogText;
+    public Text instructionText;
     public int dialog;
     public bool dialogActive;
     public string situation;
@@ -74,35 +75,46 @@ public class Dialog : MonoBehaviour
 
 
         string[] boutiqueChaussure = {
-            "Je fous prendrais zes"," chauzzures, en taille"," Zweiundvierzig Bitte !",
+            "Je fous prendrais zes chauzzures en taille Zweiundvierzig Bitte !",
         };
         this.ListDialogs.Add("boutiqueChaussure", boutiqueChaussure);
 
         string[] boutiqueBaton = {
-            "Ze bâton me semble"," assez long et solide"," pour moi ! J'achète !",
+            "Ze bâton me semble assez long et solide pour moi ! J'achète !",
         };
         this.ListDialogs.Add("boutiqueBaton", boutiqueBaton);
 
         string[] boutiqueRechaud = {
-            " Ze réchaud fa être",
-            "SEHR PRAKTISCH, j'achète",
-            "tout de zuite !",
+            " Ze réchaud fa être SEHR PRAKTISCH !", "j'achète tout de zuite !"
         };
         this.ListDialogs.Add("boutiqueRechaud", boutiqueRechaud);
 
         string[] boutiqueTente = {
-            "J'adore ta tente, mais"," elle est un peu grosse non ?",
-            "Ach, tant pis, J'ACHETE !"
+            "J'adore ta tente, mais elle est un peu grosse non ?", "Ach, tant pis, CH'ACHETE !"
         };
         this.ListDialogs.Add("boutiqueTente", boutiqueTente);
 
 
 
-        string[] DialogChaussure = {
-            "J'ai mal au pied",
-            "Faux an acheté des mieu"
+        string[] borderChaussure = {
+            "NEIN NEIN NEIN ! Il fa me falloir des chaussures pour marcher plus loin !"
         };
-        this.ListDialogs.Add("Chaussures", DialogChaussure);
+        this.ListDialogs.Add("borderChaussure", borderChaussure);
+
+        string[] borderBaton = {
+            "ACH SCHEISSE !", "Ch'ai ouplié mes patons te marches ! Che suis trop fatigué !"
+        };
+        this.ListDialogs.Add("borderBaton", borderBaton);
+
+        string[] borderRechaud = {
+            "Kopfertami, je commence à afoir faim !", "il me faudrait eine réchaud pour mancher !"
+        };
+        this.ListDialogs.Add("borderRechaud", borderRechaud);
+
+        string[] borderTente = {
+            "Hopla, c'est bientôt l'heure de la sièste !", "Si che n'ai pas de tente che ne pourrait pas continuer !"
+        };
+        this.ListDialogs.Add("borderTente", borderTente);
 
 
         if (this.dialogActive)
@@ -131,11 +143,13 @@ public class Dialog : MonoBehaviour
         {
             this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(1f);
             this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(1f);
+            this.instructionText.GetComponent<CanvasRenderer>().SetAlpha(1f);
         }
         else
         {
             this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(0f);
             this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(0f);
+            this.instructionText.GetComponent<CanvasRenderer>().SetAlpha(0f);
         }
     }
 
@@ -152,9 +166,7 @@ public class Dialog : MonoBehaviour
 
     public void setSituation(string sit)
     {
-        Debug.Log("actionvation: " + sit);
         this.situation = sit;
-        Debug.Log("situation" + this.situation);
         this.dialog = 0;
 
         this.dialogActive = true;
diff --git a/Assets/Scripts/GUI/InventoryDisplay.cs b/Assets/Scripts/GUI/InventoryDisplay.cs
new file mode 100644
index 0000000000000000000000000000000000000000..217629051a6dabc0e43dc3282248dbdf3057d0d6
--- /dev/null
+++ b/Assets/Scripts/GUI/InventoryDisplay.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class InventoryDisplay : MonoBehaviour
+{
+    // Start is called before the first frame update
+    public Text inventoryText;
+    void Start()
+    {
+        inventoryText.text = "";
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        inventoryText.text = "";
+        foreach(Item item in Inventory.instance.getItemList()){
+            inventoryText.text += "\n1x " + item.nom;
+        }
+    }
+}
diff --git a/Assets/Scripts/GUI/InventoryDisplay.cs.meta b/Assets/Scripts/GUI/InventoryDisplay.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..be5914eafe19f6884266a1678eacc1ff5e871e7a
--- /dev/null
+++ b/Assets/Scripts/GUI/InventoryDisplay.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 04f25fae5a5c969428bddd86f71fa44f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/Scripts/Game/GenerateMap.cs b/Assets/Scripts/Game/GenerateMap.cs
index d01850c97fe7a905afa4ecce605c98d4decddbdc..020c8efc6c27e524201925d439c00e63dac4c233 100644
--- a/Assets/Scripts/Game/GenerateMap.cs
+++ b/Assets/Scripts/Game/GenerateMap.cs
@@ -1,6 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
 
 public class GenerateMap : MonoBehaviour
 {
@@ -20,6 +21,11 @@ public class GenerateMap : MonoBehaviour
     public int nb_of_plot = 8;
     public Object[,] plot=new Object[3,3];
     
+    public GameObject panelE;
+    public GameObject Ebutt;
+    public GameObject textE;
+    public GameObject textEObject;
+
 
 
     //Les coordonées x dans l'ordre
@@ -27,9 +33,23 @@ public class GenerateMap : MonoBehaviour
 
     //Les coordonées y dans l'ordre
     private int[] ys=new int[]{26,13,0}; //ligne
-    // Start is called before the first frame update
+
+
+    public static GenerateMap instance;
+
+    private void Awake()
+    {
+        if (instance != null)
+            return;
+        instance = this;
+    }
+
     void Start()
     {
+        panelE.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        Ebutt.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textE.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textEObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
         generateVillage();
     }
 
@@ -72,7 +92,7 @@ public class GenerateMap : MonoBehaviour
                 itemToSell = baton;
                 goToSell = GO_baton;
                 xOffset = 0;
-                yOffset = 0;
+                yOffset = 6.11F;
                 break;
             case "rechaud":
                 itemToSell = rechaud;
@@ -93,6 +113,10 @@ public class GenerateMap : MonoBehaviour
 
             shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().sellItem = itemToSell;
             shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().itemForSale.Add(goToSell);
+            shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().panelEbutton = panelE;
+            shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().Ebutton = Ebutt;
+            shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbutton = textE;
+            shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbuttonObject = textEObject;
             plot[column, line] = shop;
             float x = shop.transform.position.x + xOffset;
             float y = shop.transform.position.y + yOffset;
diff --git a/Assets/Scripts/Inventory/Border.cs b/Assets/Scripts/Inventory/Border.cs
index d00772b51c3186435b540bb667a29298edb61bb7..8bc7d68ead38fb5387234bb45b0592d7c96c62b7 100644
--- a/Assets/Scripts/Inventory/Border.cs
+++ b/Assets/Scripts/Inventory/Border.cs
@@ -5,7 +5,8 @@ using UnityEngine;
 public class Border : MonoBehaviour
 {
     public Item itemNeeded;
-    public BoxCollider2D collider;
+    public BoxCollider2D forestCollider;
+
 
     private void OnCollisionEnter2D(Collision2D collision)
     {
@@ -15,14 +16,31 @@ public class Border : MonoBehaviour
             Debug.Log("JE TOUCHE LA BORDEER");
             if (Inventory.instance.hasItem(itemNeeded))
             {
-                Debug.Log("Je possède l'item nécessaire");
-                collider.enabled = false;
-
+                Debug.Log("Je poss?de l'item n?cessaire");  
+                GameObject player = GameObject.FindGameObjectWithTag("Player");
+                //Debug.Log(player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1]);
+                player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1] = true;
+                forestCollider.enabled = false;
             }
             else
             {
-                Debug.Log("Je n'ai pas l'item nécessaire");
-                Dialog.instance.setSituation("Chaussures");
+                Debug.Log("Je n'ai pas l'item n?cessaire");
+
+                switch (itemNeeded.id)
+                {
+                    case 1:
+                        Dialog.instance.setSituation("borderChaussure");
+                        break;
+                    case 2:
+                        Dialog.instance.setSituation("borderBaton");
+                        break;
+                    case 3:
+                        Dialog.instance.setSituation("borderRechaud");
+                        break;
+                    case 4:
+                        Dialog.instance.setSituation("borderTente");                
+                        break;
+                }
             }
         }
     }
diff --git a/Assets/Scripts/Inventory/Item.cs b/Assets/Scripts/Inventory/Item.cs
index e927be827a9f58be1ea686c2ea65529b4ec32e21..cbaebf4a52552d0cf7892b519da5a0557d87a5aa 100644
--- a/Assets/Scripts/Inventory/Item.cs
+++ b/Assets/Scripts/Inventory/Item.cs
@@ -6,7 +6,7 @@ using UnityEngine;
 public class Item : ScriptableObject {
     
     public int id;
-    public string name;
+    public string nom;
     public string description;
     public Sprite image;
 
diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs
index 3f60686397f3856a1d1914727ba58136f42d0b85..da1b0b976b422cc1517e0e7d0c391655767177db 100644
--- a/Assets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/Scripts/Player/PlayerMovement.cs
@@ -18,6 +18,9 @@ public class PlayerMovement : MonoBehaviour
     private Vector3 change;
     private Animator animator;
     public PlayerState currentState;
+    public int stage = 0;
+    public GameObject player;
+    public bool[] ispassed;
 
     // Start is called before the first frame update
     void Start()
@@ -30,6 +33,7 @@ public class PlayerMovement : MonoBehaviour
         animator.SetFloat("moveX", 0);
         animator.SetFloat("moveY", -1);
 
+        ispassed = new bool[] { false, false, false, false };
     }
 
     // Update is called once per frame
@@ -50,8 +54,49 @@ public class PlayerMovement : MonoBehaviour
         pos.x = Mathf.Clamp01(pos.x);
         pos.y = Mathf.Clamp01(pos.y);
         transform.position = Camera.main.ViewportToWorldPoint(pos);
-    }
 
+        if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 0)
+        {
+            GenerateMap.instance.generateBoutique(0, 1, "chaussure");
+            stage++;
+        }
+        else if (stage == 1 && ispassed[0] == true)
+        {
+            GenerateMap.instance.generateUsine(1, 1);
+            stage++;
+        }
+        else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 2)
+        {
+            GenerateMap.instance.generateBoutique(0, 2, "baton");
+            stage++;
+        }
+        else if (stage == 3 && ispassed[1] == true)
+        {
+            GenerateMap.instance.generateUsine(1, 2);
+            stage++;
+        }
+        else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 4)
+        {
+            GenerateMap.instance.generateBoutique(2, 0, "rechaud");
+            stage++;
+        }
+        else if (stage == 5 && ispassed[2] == true)
+        {
+            GenerateMap.instance.generateUsine(2, 1);
+            stage++;
+        }
+        else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 6)
+        {
+            GenerateMap.instance.generateBoutique(0, 0, "tente");
+            stage++;
+        }
+        else if (stage == 7 && ispassed[3] == true)
+        {
+            GenerateMap.instance.generateUsine(1, 0);
+            stage++;
+        }
+    }
+    
     void MoveCharacter()
     {
         change.Normalize();
@@ -72,6 +117,5 @@ public class PlayerMovement : MonoBehaviour
         {
             animator.SetBool("moving", false);
         }
-
     }
 }
diff --git a/Assets/Scripts/Player/PlayerNature.cs b/Assets/Scripts/Player/PlayerNature.cs
index b4ad989e1c86181ccfa689ea05bc8eab47a7d9f3..29c9778abcdd786f035c437cc782aba220eb8237 100644
--- a/Assets/Scripts/Player/PlayerNature.cs
+++ b/Assets/Scripts/Player/PlayerNature.cs
@@ -44,13 +44,13 @@ public class PlayerNature : MonoBehaviour
     void Update()
     {
 
-        //toutes les x secondes => on perd un certain nombre de secondes
-        if (Time.time > nextActionTime)
-        {
-            nextActionTime += period;
+        ////toutes les x secondes => on perd un certain nombre de secondes
+        //if (Time.time > nextActionTime)
+        //{
+        //    nextActionTime += period;
 
-            this.LooseNature(this.TimeDamage);
-        }
+        //    this.LooseNature(this.TimeDamage);
+        //}
     }
 
     // Perd un certain nombre de points de nature
@@ -69,6 +69,9 @@ public class PlayerNature : MonoBehaviour
     {
         this.currentNature += bonus;
 
+        if (this.currentNature >= 100)
+            this.currentNature = 100;
+
         this.natureBar.SetValue(this.currentNature);
     }
 
@@ -84,6 +87,4 @@ public class PlayerNature : MonoBehaviour
 
         instance = this;
     }
-
-
 }
diff --git a/Assets/Scripts/Scene/loadScene.cs b/Assets/Scripts/Scene/loadScene.cs
index 4dce656f2efddd66b7cc863ac3bf41ee8bc1d4b9..d447b0004d47e523ec54920c5c31e1c20519d299 100644
--- a/Assets/Scripts/Scene/loadScene.cs
+++ b/Assets/Scripts/Scene/loadScene.cs
@@ -14,14 +14,14 @@ public class loadScene : MonoBehaviour
 
     public string scene;
     public Animator animmator;
-    public string name;
+    public string nom;
 
 
     public void ChargerScene()
     {
         animmator.SetBool("Change", true);
         year.text = "" + nextYear;
-        city.text = name;
+        city.text = nom;
         StartCoroutine(nextLevelTimer());
     }
 
diff --git a/Assets/Shopping.cs b/Assets/Shopping.cs
index ad98488ad8c8faeb317a5893c206afb6672754d2..40238021c8728b6be5cd18862d6a1e5f5d130acf 100644
--- a/Assets/Shopping.cs
+++ b/Assets/Shopping.cs
@@ -1,42 +1,84 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using UnityEngine.UI;
 
 public class Shopping : MonoBehaviour
 {
     private bool playerInRange;
+
+    private bool isBuy=false;
     public Item sellItem = null;
     //public GameObject[] itemForSale = new GameObject[2];
     public List<GameObject> itemForSale = new List<GameObject>();
 
+    public GameObject panelEbutton;
+    public GameObject Ebutton;
+    public GameObject textEbutton;
+
+    public GameObject textEbuttonObject;
+
+
+
     // Start is called before the first frame update
     void Start()
     {
-
+        panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        
     }
 
     // Update is called once per frame
     void Update()
     {
+
+        if(playerInRange)
+        {
+            switch (sellItem.id)
+            {
+                case 1:
+                    textEbuttonObject.GetComponent<Text>().text="Chaussures de marche";
+                    break;
+                case 2:
+                    textEbuttonObject.GetComponent<Text>().text="Bâton de marche";
+                    break;
+                case 3:
+                    textEbuttonObject.GetComponent<Text>().text="Réchaud";
+                    break;
+                case 4:
+                    textEbuttonObject.GetComponent<Text>().text="Tente";
+                    break;
+            }
+        }
+
         if (Input.GetKeyDown(KeyCode.E) && playerInRange && sellItem && itemForSale.Count>0)
         {
             switch (sellItem.id)
             {
                 case 1:
                     Dialog.instance.setSituation("boutiqueChaussure");
+                    isBuy=true;
                     break;
                 case 2:
                     Dialog.instance.setSituation("boutiqueBaton");
+                    isBuy=true;
                     break;
                 case 3:
                     Dialog.instance.setSituation("boutiqueRechaud");
+                    isBuy=true;
                     break;
                 case 4:
                     Dialog.instance.setSituation("boutiqueTente");
+                    isBuy=true;
                     break;
             }
+            panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+            Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+            textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+            textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
             Inventory.instance.addItem(sellItem);
-            Destroy(itemForSale[0]);
             Debug.Log(sellItem.name.ToString() + " a bien ete ajouté a l'inventaire");
         }
     }
@@ -46,11 +88,23 @@ public class Shopping : MonoBehaviour
         if (collision.CompareTag("Player"))
         {
             playerInRange = true;
+            if(isBuy==false)
+            {
+                panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
+                Ebutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
+                textEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
+                textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(1f);
+            }
+            
         }
     }
 
     private void OnTriggerExit2D(Collider2D collision)
     {
         playerInRange = false;
+        panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
+        textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
     }
 }
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index daa2006940f365b744a480bc1c7645298b5de275..88a6c010ff7fbd6609cc4cc0a5c0d99ca6c90b1d 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -5,6 +5,7 @@ TagManager:
   serializedVersion: 2
   tags:
   - Shop
+  - factory
   layers:
   - Default
   - TransparentFX