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Question by Kuwmii · Jun 02, 2015 at 08:36 AM · guidistancedisplay

Add a Player distance on GUI Display Script + on Rigibody move?

Hey everybody,

I made this script however I can't seem to get the player distance. This script displays a GUI when the mouse points on a object, however at any distance. Anyway i can make it only displays when a player gets close Thanks?

 var diary : Canvas;
 var diary2 : Canvas;
 var myClip : AudioClip;
 function Start (){
 diary.enabled=false;
 diary2.enabled=false;
 }
   
 function OnMouseOver() {
 diary.enabled=true;
 }
   
  function OnMouseDown() {
  GetComponent.<AudioSource>().PlayOneShot(myClip);

}

 function OnMouseExit() {
 diary2.enabled=false;
 diary.enabled=false;
 }
   

I also need a player distance on rigidbody movement (From an old project)

  var spring = 50.0;
 var damper = 5.0;
 var drag = 10.0;
 var angularDrag = 5.0;
 var distance = 0.2;
 var pushForce = 0.2;
 var attachToCenterOfMass = false;
  
 var highlightMaterial : Material;
 private var highlightObject : GameObject;
  
 private var springJoint : SpringJoint;
  
 function Update()
 {
     var mainCamera = FindCamera();
    
     highlightObject = null;
     if( springJoint != null && springJoint.connectedBody != null )
     {
         highlightObject = springJoint.connectedBody.gameObject;
     }
     else
     {
         // We need to actually hit an object
         var hitt : RaycastHit;
         if( Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hitt, 100 ) ) {
             if( hitt.rigidbody && !hitt.rigidbody.isKinematic ) {
                 highlightObject = hitt.rigidbody.gameObject;
             }
         }
     }
    
        
     // Make sure the user pressed the mouse down
     if (!Input.GetMouseButtonDown (0))
         return;
  
        
     // We need to actually hit an object
     var hit : RaycastHit;
     if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit, 100)) {
         return;
     }
     // We need to hit a rigidbody that is not kinematic
     if (!hit.rigidbody || hit.rigidbody.isKinematic) {
         return;
     }
    
     if (!springJoint)
     {
         var go = new GameObject("Rigidbody dragger");
         body = go.AddComponent.<Rigidbody>();
         springJoint = go.AddComponent.<SpringJoint>();
         body.isKinematic = true;
     }
    
     springJoint.transform.position = hit.point;
     if (attachToCenterOfMass)
     {
         var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
         anchor = springJoint.transform.InverseTransformPoint(anchor);
         springJoint.anchor = anchor;
     }
     else
     {
         springJoint.anchor = Vector3.zero;
     }
    
     springJoint.spring = spring;
     springJoint.damper = damper;
     springJoint.maxDistance = distance;
     springJoint.connectedBody = hit.rigidbody;
    
     DragObject(hit.distance, hit.point, mainCamera.ScreenPointToRay(Input.mousePosition).direction);
 }
  
 function DragObject (distance : float, hitpoint : Vector3, dir : Vector3)
 {
     var startTime = Time.time;
     var mousePos = Input.mousePosition;
    
    
     var oldDrag = springJoint.connectedBody.drag;
     var oldAngularDrag = springJoint.connectedBody.angularDrag;
     springJoint.connectedBody.drag = drag;
     springJoint.connectedBody.angularDrag = angularDrag;
     var mainCamera = FindCamera();
     while (Input.GetMouseButton (0))
     {
         var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
         springJoint.transform.position = ray.GetPoint(distance);
         yield;
     }
    
     if (Mathf.Abs(mousePos.x - Input.mousePosition.x) <= 2 && Mathf.Abs(mousePos.y - Input.mousePosition.y) <= 2 && Time.time - startTime < .2 && springJoint.connectedBody)
     {
         dir.y = 0;
         dir.Normalize();
         springJoint.connectedBody.AddForceAtPosition(dir * pushForce, hitpoint, ForceMode.VelocityChange);
         ToggleLight( springJoint.connectedBody.gameObject );
     }  
    
    
     if (springJoint.connectedBody)
     {
         springJoint.connectedBody.drag = oldDrag;
         springJoint.connectedBody.angularDrag = oldAngularDrag;
         springJoint.connectedBody = null;
     }
 }
  
 static function ToggleLight( go : GameObject )
 {      
     var theLight : Light = go.GetComponentInChildren(Light);
     if( !theLight )
         return;
        
     theLight.enabled = !theLight.enabled;
     var illumOn = theLight.enabled;
     var renderers = go.GetComponentsInChildren(MeshRenderer);
     for( var r : MeshRenderer in renderers )
     {
         if( r.gameObject.layer == 1 )
         {
             r.material.shader = Shader.Find(illumOn ? "Self-Illumin/Diffuse" : "Diffuse");
         }
     }
 }
  
 function FindCamera ()
 {
     if (GetComponent.<Camera>())
         return GetComponent.<Camera>();
     else
         return Camera.main;
 }
  
 function OnPostRender()
 {
     if( highlightObject == null )
         return;
        
     var go = highlightObject;
     highlightMaterial.SetPass( 0 );
     var meshes = go.GetComponentsInChildren(MeshFilter);
     for( var m : MeshFilter in meshes )
     {
         Graphics.DrawMeshNow( m.sharedMesh, m.transform.position, m.transform.rotation );
     }
 }
  
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