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Loop trough list of textures and chek mouse position over
Hello, I have a few guiTexures on screen, and one EmptyObject, i made an List of textures named "items" empty.. attached to and EmptyObject... And secend script attached to one object on screen wit code to OnMouseDown add his texture to list items, and it works, then I DrawTexture OnGUI from EmptyObject with textures from list... that works too, now I want to check when my mouse button is down is it on some item from list???
I tryed with for loop but only errors I get...
Here is my code for EnmptyObject:
using UnityEngine; using System.Collections; using System.Collections.Generic;
public class arrayTest : MonoBehaviour {
public List<GUITexture> items = new List<GUITexture>();
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(items.Count != 0){
if(Input.GetKey(KeyCode.Mouse0)){
for(int i = 0; i < items.Count; i++){
if(items.Contains(Input.mousePosition)){
print("Over");
}
}
}
}
}
void OnGUI(){
float posX = 10;
if(items.Count != 0){
for(int i = 0; i < items.Count; i++){
GUI.DrawTexture(new Rect(posX,50,50,50),items[i]);
posX += 60;
}
}
}
}
And script with example object to add Texture to items list:
using UnityEngine;
using System.Collections;
public class book : MonoBehaviour {
public arrayTest ats;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnMouseDown(){
ats.items.Add(guiTexture.texture);
}
}
Use the "code sample" icon to paste your code in a well formatted way.
With all respect to the original poster, it seems there is a problem with code formatting if copying code that contains tabs. We are looking in to this. In the mean while, you can work around the glitch if you convert tabs to spaces ins$$anonymous$$d.
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