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Question by
thorskull · Jun 20, 2013 at 04:00 PM ·
guitextureguitext
Making GUIText appear and disappear
What I am trying to do is I have a camera with three GUITextures. I am turning all of them into buttons. I have my back button GUITexture working, but I've run into a problem with the other two. When I click one of the two buttons I want both to deactivate and be replaced with a a GUIText that appears in between them. The problem is that when I click, the Text appears momentarily and then disappears while the Textures deactivate momentarily and then return. How do I make the Text stay even after I am done clicking and the Textures to stay deactivated? Any thoughts are appreciated!
Here is the code that I am using:
using UnityEngine;
using System.Collections;
public class LegZoom2 : MonoBehaviour {
public GameObject body;
public GameObject player;
public GameObject legcamera;
public GUITexture backbutton;
public GUITexture simtest;
public GUITexture simpract;
public GUIText simtext;
// Use this for initialization
void Start ()
{
Screen.showCursor = true;
}
// Update is called once per frame
void Update ()
{
Vector3 StartPos = legcamera.transform.position;
Vector3 EndPos = new Vector3 (6.1f, 9.1f, -4.017f);
if(((body.transform.position.x)-(player.transform.position.x)) <= 2.6f && (((body.transform.position.z)-(player.transform.position.z)) >= -1f||((body.transform.position.z)-(player.transform.position.z)) <=3.4f)) {
legcamera.SetActive(true);
simtext.enabled = (false);
simtest.enabled = true;
simpract.enabled = true;
player.GetComponent<AudioSource>().enabled = false;
legcamera.transform.position = Vector3.Lerp (StartPos, EndPos, Time.deltaTime * 2);
//camera.transform.position = new Vector3 (6, 9.2f,-4f);
}
else {
legcamera.SetActive(false);
legcamera.transform.position = new Vector3(4.54f, 9.434f, -3.932f);
}
if (simtest.HitTest(Input.mousePosition) && Input.GetMouseButtonUp(0)){
simtext.enabled = true;
simtest.enabled = false;
simpract.enabled = false;
}
}
}
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