/// Called every frame the user is still looking at a valid GameObject. This /// can be a 3D or UI element. /// /// The camera is the event camera, the target is the object the user is /// looking at, and the intersectionPosition is the intersection point of the /// ray sent from the camera on the object. public void OnGazeStay(Camera camera, GameObject targetObject, Vector3 intersectionPosition, bool isInteractive) { SetGazeTarget(intersectionPosition, isInteractive); // code for pick up if (isInteractive) { // exclude some functional components // CHANGE string tag = targetObject.tag; if (tag == "Inventory") { circularBar.fillAmount += Time.deltaTime; if (circularBar.fillAmount == 1) { InventoryShow = !InventoryShow; Inventory.SetActive(InventoryShow); script.RefreshDisplay(); circularBar.fillAmount = 0; } } else if (tag == "Colors") { circularBar.fillAmount += Time.deltaTime; if (circularBar.fillAmount == 1) { ColorShow = !ColorShow; ColorCanvas.SetActive(ColorShow); circularBar.fillAmount = 0; } } else if (tag == "Quit") { ; } else if (tag == "Reborn") { Debug.Log("Reborn"); } // ENDCHANGE else if (tag != "SampleButton" && tag != "SlideBar" && tag != "Untagged" && tag != "Red" && tag != "White" && tag != "Black" && tag != "Yellow" && tag != "Green" && tag != "Blue" && tag != "Silver" && tag != "Pink") { circularBar.fillAmount += Time.deltaTime / time; if (circularBar.fillAmount == 1) { targetObject.SetActive(false); // access PlayerNew script PlayerNew behavior = gameObject.GetComponentInParent <PlayerNew> (); // record in the player's inventory behavior.changeItem(targetObject.tag, 1, false, 100); //CHANGE script.RefreshDisplay(); } //targetObject.SetActive (false); Debug.Log(targetObject.tag); } } //Debug.Log ("look"); // if (isInteractive) { // camera. // } // GameObject other; }