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Question by matthewcastiglia · Jan 04, 2017 at 10:00 AM · raycastonmousedown

OnMouseButtonDown Raycast multiple Objects

I am trying to apply onmousebuttondown that works with raycast. Those two work fine. However, when I apply the script to multiple objs, any collider hit affects all objects with the script attached. I want only the object hit by the raycast to appear/disappear.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class reflectorclickaction : MonoBehaviour {
 
     private enum ReflectorState {Initial, Visible, Rotate};
     private ReflectorState myState;
     protected Animation Animation;
     RaycastHit hit;
  
     protected void Awake()
      {
          Animation = GetComponent<Animation>();
      }
 
     void Start() {
         myState = ReflectorState.Initial;
     }
 
     void Update() {
         if (myState == ReflectorState.Initial) {
             state_Initial();
         }
         else if (myState == ReflectorState.Visible) {
             state_Visible();
         }
         else if (myState == ReflectorState.Rotate) {
             state_Rotate();
         }
     }
     void state_Initial() {
         myState = ReflectorState.Initial;
         gameObject.GetComponentInChildren<Renderer>().enabled = false;
         gameObject.GetComponentInChildren<MeshCollider>().enabled = false;
         if (Input.GetMouseButtonDown(0)) {
             Ray toMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit rhInfo;
             bool didHit = Physics.Raycast(toMouse, out rhInfo, 500.0f);
             if (didHit) {
                 Debug.Log(rhInfo.collider.name + " -- " + rhInfo.point);
                 myState = ReflectorState.Visible;
                 Debug.Log("State is set to Visible.");
                 }
                 else {
                     Debug.Log("No Object Hit");
                 }
             }
         }
     void state_Visible() {
         gameObject.GetComponentInChildren<Renderer>().enabled = true;
         gameObject.GetComponentInChildren<MeshCollider>().enabled = true;
         if (Input.GetMouseButtonDown(0)) {
             Ray toMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit rhInfo;
             bool didHit = Physics.Raycast(toMouse, out rhInfo, 500.0f);
             if (didHit) {
                 Debug.Log(rhInfo.collider.name + " -- " + rhInfo.point);
                 myState = ReflectorState.Rotate;
                 Debug.Log("State is set to Rotate.");
                 Animation.Play("ReflectorRotate", PlayMode.StopAll);
             }
                 else {
                     Debug.Log("No Object Hit");
                 }
             }
         }
     void state_Rotate() {
         if (Input.GetMouseButtonDown(0)) {
             Ray toMouse = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit rhInfo;
             bool didHit = Physics.Raycast(toMouse, out rhInfo, 500.0f);
             if (didHit) {
                 Debug.Log(rhInfo.collider.name + " -- " + rhInfo.point);
                 myState = ReflectorState.Initial;
                 Animation.Play("ReflectorRotateBack", PlayMode.StopAll);
                 Debug.Log("State is set to Initial");
             }
                 else {
                     Debug.Log("No Object Hit");
                 }
             }
         }
     }
 
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