質問編集履歴

5

2017/11/07 03:52

投稿

BitCoin
BitCoin

score53

test CHANGED
@@ -1 +1 @@
1
- araycast unity color
1
+ raycast unity color
test CHANGED
File without changes

4

a

2017/11/07 03:52

投稿

BitCoin
BitCoin

score53

test CHANGED
@@ -1 +1 @@
1
- raycast unity color
1
+ araycast unity color
test CHANGED
@@ -142,8 +142,6 @@
142
142
 
143
143
  using UnityEngine;
144
144
 
145
- using Vuforia;
146
-
147
145
  using System;
148
146
 
149
147
  public class vbScript : MonoBehaviour{
@@ -226,11 +224,7 @@
226
224
 
227
225
  case 2 :
228
226
 
229
-
230
-
231
-
232
-
233
- gamemadefaultMaterial[2].GetComponent<MeshRenderer> ().material.color = Color.blue;
227
+ gamemadefaultMaterial[2].GetComponent<MeshRenderer> ().material.color = Color.blue;
234
228
 
235
229
  break ;
236
230
 

3

ああ

2017/11/06 15:37

投稿

BitCoin
BitCoin

score53

test CHANGED
File without changes
test CHANGED
@@ -129,3 +129,257 @@
129
129
  }
130
130
 
131
131
  ```
132
+
133
+  変更後
134
+
135
+
136
+
137
+ ```C#
138
+
139
+ using System.Collections;
140
+
141
+ using System.Collections.Generic;
142
+
143
+ using UnityEngine;
144
+
145
+ using Vuforia;
146
+
147
+ using System;
148
+
149
+ public class vbScript : MonoBehaviour{
150
+
151
+
152
+
153
+ GameObject[] virtualButtonObject = new GameObject[3];
154
+
155
+ GameObject[] _3Dtext = new GameObject[3];
156
+
157
+ public TextMesh[] _3DtextInstance = new TextMesh[3];
158
+
159
+ Renderer[] virtualButtonMaterial = new Renderer[3];
160
+
161
+ int mask = 1 << 8;
162
+
163
+ public sample sampleClass;
164
+
165
+ GameObject[] gamemadefaultMaterial = new GameObject[3];
166
+
167
+ public static int timeSchedulleCount =1 ;
168
+
169
+ int colorFlag ;
170
+
171
+ void Start () {
172
+
173
+
174
+
175
+ _3DtextInstance [0].text = "1";
176
+
177
+ StartCoroutine ("colorWait");
178
+
179
+ }
180
+
181
+
182
+
183
+ // Update is called once per frame
184
+
185
+ void Update () {
186
+
187
+
188
+
189
+ OnColliderTouchedtouch ();
190
+
191
+
192
+
193
+ }
194
+
195
+
196
+
197
+ public IEnumerator colorWait(){
198
+
199
+ yield return new WaitForSeconds (2.0f);
200
+
201
+ try{
202
+
203
+ switch (colorFlag){
204
+
205
+ case 0:
206
+
207
+
208
+
209
+ gamemadefaultMaterial [0].GetComponent<MeshRenderer> ().material.color = Color.blue;
210
+
211
+
212
+
213
+ break;
214
+
215
+ case 1 :
216
+
217
+
218
+
219
+ gamemadefaultMaterial[1].GetComponent<MeshRenderer> ().material.color = Color.blue;
220
+
221
+
222
+
223
+ break;
224
+
225
+
226
+
227
+ case 2 :
228
+
229
+
230
+
231
+
232
+
233
+ gamemadefaultMaterial[2].GetComponent<MeshRenderer> ().material.color = Color.blue;
234
+
235
+ break ;
236
+
237
+
238
+
239
+ }
240
+
241
+
242
+
243
+ }catch(NullReferenceException ex){
244
+
245
+ }
246
+
247
+ }
248
+
249
+ public void OnColliderTouchedtouch(){
250
+
251
+ if (Input.GetMouseButtonDown(0)){
252
+
253
+ Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
254
+
255
+ RaycastHit hit;
256
+
257
+
258
+
259
+ try{
260
+
261
+
262
+
263
+ if (Physics.Raycast (ray, out hit, Mathf.Infinity, mask)) {
264
+
265
+
266
+
267
+
268
+
269
+ switch (hit.collider.name) {
270
+
271
+
272
+
273
+ case "actionButton0":
274
+
275
+
276
+
277
+ hit.collider.GetComponent<MeshRenderer> ().material.color = Color.yellow;
278
+
279
+
280
+
281
+ if (timeSchedulleCount < 6)
282
+
283
+ timeSchedulleCount++;
284
+
285
+
286
+
287
+ _3DtextInstance [0].text = timeSchedulleCount + "";
288
+
289
+
290
+
291
+ gamemadefaultMaterial[0] = hit.collider.gameObject ;
292
+
293
+
294
+
295
+ colorFlag =0 ;
296
+
297
+
298
+
299
+ colorWait() ;
300
+
301
+
302
+
303
+ break;
304
+
305
+
306
+
307
+ case "actionButton1":
308
+
309
+
310
+
311
+ hit.collider.GetComponent<MeshRenderer> ().material.color = Color.yellow ;
312
+
313
+ gamemadefaultMaterial[1] = hit.collider.gameObject ;
314
+
315
+ colorFlag =1 ;
316
+
317
+
318
+
319
+ colorWait();
320
+
321
+ break;
322
+
323
+
324
+
325
+ case "actionButton2":
326
+
327
+
328
+
329
+ hit.collider.GetComponent<MeshRenderer> ().material.color = Color.yellow;
330
+
331
+ gamemadefaultMaterial[2] = hit.collider.gameObject ;
332
+
333
+ if (timeSchedulleCount > 1)
334
+
335
+ timeSchedulleCount--;
336
+
337
+
338
+
339
+ _3DtextInstance [0].text = timeSchedulleCount + "";
340
+
341
+
342
+
343
+ colorFlag =2 ;
344
+
345
+
346
+
347
+ colorWait();
348
+
349
+ break;
350
+
351
+ }
352
+
353
+ }
354
+
355
+ }catch(NullReferenceException e){
356
+
357
+
358
+
359
+ }
360
+
361
+
362
+
363
+ }else {
364
+
365
+
366
+
367
+ try{
368
+
369
+
370
+
371
+ }catch(NullReferenceException ex){
372
+
373
+
374
+
375
+ }
376
+
377
+ }
378
+
379
+
380
+
381
+ }
382
+
383
+ }
384
+
385
+ ```

2

2017/11/06 15:37

投稿

BitCoin
BitCoin

score53

test CHANGED
File without changes
test CHANGED
@@ -46,6 +46,16 @@
46
46
 
47
47
 
48
48
 
49
+
50
+
51
+
52
+
53
+ gamemadefaultMaterial[0] = hit.collider.gameObject ;
54
+
55
+
56
+
57
+
58
+
49
59
  break;
50
60
 
51
61
 
@@ -56,7 +66,7 @@
56
66
 
57
67
  hit.collider.GetComponent<MeshRenderer> ().material.color = Color.blue;
58
68
 
59
-
69
+ gamemadefaultMaterial[1] = hit.collider.gameObject ;
60
70
 
61
71
  break;
62
72
 
@@ -68,7 +78,9 @@
68
78
 
69
79
  hit.collider.GetComponent<MeshRenderer> ().material.color = Color.yellow;
70
80
 
81
+ gamemadefaultMaterial[2] = hit.collider.gameObject ;
71
82
 
83
+
72
84
 
73
85
  break;
74
86
 

1

2017/11/05 16:02

投稿

BitCoin
BitCoin

score53

test CHANGED
File without changes
test CHANGED
@@ -1,6 +1,6 @@
1
1
  raycastを飛ばして
2
2
 
3
- 当たったオブジェクトの色を変え、2秒程度したら元の色に戻すという処理を実装したいのですが2秒とどめてまたもに戻すという処理がどのように書けばいいかわかりません。
3
+ 当たったオブジェクトの色を変え、2秒程度したら元の色に戻すという処理を実装したいのですが2秒とどめてまたもに戻すという処理がどのように書けばいいかわかりません。
4
4
 
5
5
  解決策などあるでしょうか?
6
6
 
@@ -68,10 +68,6 @@
68
68
 
69
69
  hit.collider.GetComponent<MeshRenderer> ().material.color = Color.yellow;
70
70
 
71
- gamemadefaultMaterial[2] = hit.collider.gameObject ;
72
-
73
-
74
-
75
71
 
76
72
 
77
73
  break;