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avatar image
Question by ionside · Feb 06, 2016 at 12:10 AM · c#guidisablecheck

check if GUI element is disabled

I have some gui text constrained to other gui elements (not parented). And I'd like them to be $$anonymous$$dden when their constraining elements (target) are disabled. I was hoping that checking the target is true would be enough, apparently not! How should I do a check to see if the target is disabled?

 using UnityEngine;
 using System.Collections;
 
 public class PinTransform : MonoBehaviour {
 
     public Transform target;
     public Vector3 offset;
 
     private CanvasRenderer guiVis;
 
     // Use t$$anonymous$$s for initialization
     void Start () { 
         t$$anonymous$$s.guiVis = GetComponent<CanvasRenderer>();
         t$$anonymous$$s.guiVis.SetAlpha(0f);
     
     }
     
     // Update is called once per frame
     void LateUpdate () {
         if (target)
         {
             transform.position = target.position + offset;
             t$$anonymous$$s.guiVis.SetAlpha(1f);
             Debug.Log("I can see it.");
         }
         else
         {
             t$$anonymous$$s.guiVis.SetAlpha(0f);
         }
         
     
     }
 }
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avatar image ionside · Feb 06, 2016 at 12:33 AM 0
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I've also tried if(target.parent), because I've just remembered it's the parent of the constraining object that's being disabled. Hadn't fixed it though. :(

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Answer by ionside · Feb 06, 2016 at 12:50 AM

Ahh, fixed.

Have to make target a GameObject, then use if(target.activeInHierarchy)

 using UnityEngine;
 using System.Collections;
 
 public class PinTransform : MonoBehaviour {
 
     public GameObject target;
     public Vector3 offset;
 
     private CanvasRenderer guiVis;
 
     // Use t$$anonymous$$s for initialization
     void Start () { 
         t$$anonymous$$s.guiVis = GetComponent<CanvasRenderer>();
         t$$anonymous$$s.guiVis.SetAlpha(0f);
     
     }
     
     // Update is called once per frame
     void LateUpdate () {
         if (target.activeInHierarchy)
         {
             transform.position = target.transform.position + offset;
             t$$anonymous$$s.guiVis.SetAlpha(1f);
             Debug.Log("I can see it.");
         }
         else
         {
             t$$anonymous$$s.guiVis.SetAlpha(0f);
         }
         
     
     }
 }
Comment

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