void Update() { // Check if the Head gaze direction is intersecting any of the ViewTriggers RaycastHit hit; Ray cameraGaze = new Ray(this.transform.position, this.transform.forward); Physics.Raycast(cameraGaze, out hit, Mathf.Infinity); if (hit.collider) { if (hit.collider.gameObject.GetComponent <ViewTrigger> ()) { ViewTrigger trigger = hit.collider.gameObject.GetComponent <ViewTrigger> (); trigger.Focused = true; } if (hit.collider.gameObject.GetComponent <GazeTrigger> ()) { GazeTrigger trigger = hit.collider.gameObject.GetComponent <GazeTrigger> (); trigger.Focused = true; } } /*foreach (var trigger in viewTriggers) * { * trigger.Focused = hit.collider && (hit.collider.gameObject == trigger.gameObject); * }*/ }
// Use this for initialization void Start() { // Player object for distance measurement player = GameObject.FindGameObjectWithTag("Player"); // get name of object to build name of the corresponding trigger string name=this.gameObject.name; string[] split = name.Split('G'); name = split[0] + "Trigger"; // connect the right gaze trigger if (GameObject.Find(name).GetComponent<GazeTrigger>().enabled == true) { GazeTriggerScript = GameObject.Find(name).GetComponent<GazeTrigger>(); } }