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Question by davidflynn2 · Dec 19, 2012 at 10:16 PM · crosshair

Making Cross Hair Show Red when over item tagged Enemy

I have the following code to create a cross hair and make it move when I press fire but is there any way I can make it so that it uses it exposed color area and changes red when over an item tagged Enemy?

MousePoint.js

 #pragma strict
 
 var drawCrosshair = true;
 
 var crosshairColor = Color.white;   //The crosshair color
 
 var width : float = 1;      //Crosshair width
 var height : float = 3;     //Crosshair height
 
 
 
 private var hit : RaycastHit;
 
 class spreading{
     var spread = 20.0;          //Adjust this for a bigger or smaller crosshair
     var maxSpread = 60.0;
     var minSpread = 20.0;
     var spreadPerSecond = 30.0;
     var decreasePerSecond = 25.0;
 }
 var spread : spreading;
 
 private var tex : Texture2D;
 
 private var newHeight : float;
 private var lineStyle : GUIStyle;
 
 function Awake (){
     tex = Texture2D(1,1);
     SetColor(tex,crosshairColor); //Set color
     lineStyle = GUIStyle();
     lineStyle.normal.background = tex;
     
 }
 
 function OnGUI (){
     var centerPoint = Vector2(Screen.width/2,Screen.height/2.5);
     var screenRatio : float = Screen.height/100;
 
     newHeight = height * screenRatio;
 
     if(drawCrosshair){
         GUI.Box(Rect(centerPoint.x-(width/2), centerPoint.y - ((newHeight-1) + spread.spread), width, newHeight),GUIContent.none,lineStyle);
         GUI.Box(Rect(centerPoint.x-(width/2), (centerPoint.y + spread.spread), width, newHeight),GUIContent.none,lineStyle);
         GUI.Box(Rect((centerPoint.x + spread.spread), (centerPoint.y - (width/2)), newHeight, width),GUIContent.none,lineStyle);
         GUI.Box(Rect(centerPoint.x- ((newHeight-1) + spread.spread), (centerPoint.y -(width/2)), newHeight, width),GUIContent.none,lineStyle);
     }
     if(Input.GetButton("Fire1"))
     {
         spread.spread += spread.spreadPerSecond * Time.deltaTime;       //Make spreading "smooth" and not abrupt
         Fire();
         
     }
 
     spread.spread -= spread.decreasePerSecond * Time.deltaTime;      //Decrement the spread
     spread.spread = Mathf.Clamp(spread.spread, spread.minSpread, spread.maxSpread);     
 }
 
 function Fire(){
     //Carry out your normal shooting and stuff
 }
 
 function SetColor(myTexture : Texture2D, myColor : Color){
     for (var y : int = 0; y < myTexture.height; ++y){
         for (var x : int = 0; x < myTexture.width; ++x){
             myTexture.SetPixel(x, y, myColor);
             }
         }
         myTexture.Apply();
     }
 
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Answer by Alec Thilenius · Dec 19, 2012 at 11:21 PM

Yes, assuming the Enemy has a collider. Simply preform a raycast from the center of the screen, and if it hits something and that something is tagged "Enemy" than change to red. If not then change to white. See here for how to do that: http://docs.unity3d.com/Documentation/ScriptReference/Camera.ViewportPointToRay.html

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