void CheckHitObj() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, reachRange)) { codeLock = hit.transform.gameObject.GetComponentInParent <CodeLock>();//Witch codelock is beeing pressed if (codeLock != null) { string value = hit.transform.name; codeLock.SetValue(value); } } }
void CheckHitObj() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, reachRange)) { codeLock = hit.transform.gameObject.GetComponentInParent <CodeLock>(); if (codeLock != null) { string value = hit.transform.name; //버튼의 이름을 숫자로 설정해서 CodeLock의 SetValue 메소들로 보냈어요. codeLock.SetValue(value); } } }
void CheckHitObj() { RaycastHit hit; //sto udara kamera Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //zraka iz kamere se postavlja na poziciju misa if (Physics.Raycast(ray, out hit, reachRange)) //provjera "hit-a" { codeLock = hit.transform.gameObject.GetComponentInParent <CodeLock>(); //uzimamo objekt koji udari if (codeLock != null) //ako udari { string value = hit.transform.name; //value=ime objekta koje je udarilo(tipke odnosno brojke u nasem slucaju keypada) codeLock.SetValue(value); //prosljeduje se vrijednost na sljedecu skritu //Debug.Log(value); //cisto radi provjere u debugeru press.PlayOneShot(press_sound); //pokretanje zvuka } } }