void Update() { // Check if there were any objects hit by our reticle-ray cast in the scene. If so, check whether or not // it has a TextureCycler component. if (Raycaster.getInstance().anythingHitByRay()) { GameObject objHitByRay = Raycaster.getInstance().getObjectHitByRay(); string objHitTag = objHitByRay.tag; Debug.Log(objHitTag); // Check that there was a valid object hit by the raycast. Raycaster.getInstance().getObjectHitByRay() // returns null if no objects were hit by ray cast on this frame. Objects responding to input must have // one of the increment/decrement/slideshow tags set to be affected and cycled by raycast. if (objHitByRay != null && isTagValidButton(objHitTag)) { if (TextureObject != null) { for (int i = 0; i < TextureObject.Length; ++i) { TextureCycler objToCycleCycler = TextureObject[i].GetComponent <TextureCycler>(); // Cycle the textures on it! if (objToCycleCycler != null) { if (ButtonsDefineCyclerMode) { objToCycleCycler.setTextureCycleMode(mapTagToModeIndex(objHitTag)); } objToCycleCycler.cycleTextures(); } } } } else if (mapTagToModeIndex(objHitTag) == 2) { togglePause(); } else if (mapTagToModeIndex(objHitTag) == 3) { Debug.Log("Restart clicked"); Application.LoadLevel(Application.loadedLevel); } } if (ScreenFaderSphere.getInstance() && !mFirstTextureReady && TextureLoader.getInstance().isFinishedLoadingFirstTexture()) { mFirstTextureReady = true; ScreenFaderSphere.getInstance().fadeToTransparent(); } }
//Handle the Click event private void HandleClick() { Debug.Log("Show click state"); m_Renderer.material = m_ClickedMaterial; for (int i = 0; i < TextureObject.Length; ++i) { TextureCycler objToCycleCycler = TextureObject[i].GetComponent <TextureCycler>(); // Cycle the textures on it! if (objToCycleCycler != null) { if (ButtonsDefineCyclerMode) { objToCycleCycler.setTextureCycleMode(0); } objToCycleCycler.cycleTextures(); } } }