#pragma strict
var crosshairTexture : Texture2D;
private var position : Rect;
static var OriginalOn = true;
private var MiddleVector : Vector3;
var ray: Ray;
function Start() {
Screen.showCursor = false;
}
function Update() {
position = Rect(
(Screen.width - crosshairTexture.width) / 2,
(Screen.height - crosshairTexture.height) /2,
crosshairTexture.width,
crosshairTexture.height);
MiddleVector.x = Screen.width/2;
MiddleVector.y = Screen.height/2;
ray = camera.ScreenPointToRay(MiddleVector);
var hit : RaycastHit;
if (Input.GetMouseButtonUp(0) && Physics.Raycast(ray, hit)) {
if (hit.collider.name == "Cube")
Debug.Log(hit.collider.name);
/*
hit.collider.SendMessage("DoRotation", SendMessageOptions.DontRequireReceiver);
var animacion = hit.collider.GetComponent(Animator);
if (!animacion.GetBool("NextAnimation")){
animacion.SetBool("NextAnimation", true);
}
else{
animacion.SetBool("NextAnimation", false);
}
*/
}
if (Input.GetKeyDown ("q")){
Screen.showCursor = !Screen.showCursor;
}
}
function OnGUI() {
GUI.DrawTexture(position, crosshairTexture);
}