How to display GUI in sequence in trigger

Here is what I’m attempting to do, in gameplay description:

Player moves into trigger collider.

Player presses a button (Space) → A GUI is displayed.

Player presses button again → Second GUI is displayed.

Player presses button again → Third GUI is displayed.

Player exits trigger collider → GUI disabled.

So far, I’ve been able to cobble together a java code that is really very close to doing what I would like it to do. However, I can’t figure out, yet, how to allow the player to press the same button (ie Space) in order to flip through the GUI “pages.” This is, probably, because I’m using the function Update code. I’m very new at this, so hopefully this isn’t a painfully obvious question.

Here’s my code as it exists now:

#pragma strict

	var Texture1 : GUITexture;
  	var Texture2 : GUITexture;
	var Texture3 : GUITexture;

    function OnTriggerStay()
	{
    if(Input.GetKeyDown( KeyCode.Space ))
	{
    	Texture1.enabled = true;
	Texture2.enabled = false;
	Texture3.enabled = false;
    	}
    }
	
	function Update()
	{
	if(Texture1.enabled == true)
	{
	if(Input.GetKeyDown( KeyCode.L ))
	{
	Texture1.enabled = false;
	Texture2.enabled = true;
	Texture3.enabled = false;
	}
}
	
	if(Texture2.enabled == true)
	{
	if(Input.GetKeyDown( KeyCode.K ))
	{
	Texture1.enabled = false;
	Texture2.enabled = false;
	Texture3.enabled = true;
	}
	}
	}
     
    function OnTriggerExit(){
     
     Texture1.enabled = false;
     Texture2.enabled = false;
     Texture3.enabled = false;
     
    }

Thanks, any advice is greatly appreciated!

Check once if player press space then check which texture is enabled(first check texture 1 then if that texture is not enabled check second texture and so on)…

if(Input.GetKeyDown(Keycode.Space)){
if(Texture1.enabled){
}
else if(Texture2.enabled){
}    
}

Hope I helped.

You should be able to get what your looking for with the following code. You could also look into doing it with List<> as well.

var Texture1 : GUITexture;
var Texture2 : GUITexture;
var Texture3 : GUITexture;
var textureNumber : int = 1;

function OnTriggerStay()
{
    if(Input.GetKeyDown( KeyCode.Space ))
    {
        Texture1.enabled = false;
        Texture2.enabled = false;
        Texture3.enabled = false;
		
        if(textureNumber == 1)
			Texture1.enabled = true;
		else if(textureNumber == 2)
			Texture2.enabled = true;
		else if(textureNumber == 3)
			Texture3.enabled = true;
		else
			break;
        
		textureNumber++;
    }
}

function OnTriggerExit(){
	 textureNumber = 1;
     Texture1.enabled = false;
     Texture2.enabled = false;
     Texture3.enabled = false;
}

Nevermind team, I think I figured it out.
Here’s what I came up with:

	var Texture1 : GUITexture;
  	var Texture2 : GUITexture;
	var Texture3 : GUITexture;

    function OnTriggerStay()
	{
    if(Texture1.enabled == false && Texture2.enabled == false && Texture3.enabled == false && Input.GetKeyDown( KeyCode.Space ))
	{
    	Texture1.enabled = true;
	Texture2.enabled = false;
	Texture3.enabled = false;
    	}
	
	else if(Texture1.enabled == true && Texture2.enabled == false && Texture3.enabled == false && Input.GetKeyDown( KeyCode.Space ))
	{
    	Texture1.enabled = false;
	Texture2.enabled = true;
	Texture3.enabled = false;
	}
		
	else if(Texture1.enabled == false && Texture2.enabled == true && Texture3.enabled == false && Input.GetKeyDown( KeyCode.Space ))
	{
    	Texture1.enabled = false;
	Texture2.enabled = false;
	Texture3.enabled = true;
	}
	
	else if(Texture1.enabled == false && Texture2.enabled == false && Texture3.enabled == true && Input.GetKeyDown( KeyCode.Space ))
	{
    	Texture1.enabled = false;
	Texture2.enabled = false;
	Texture3.enabled = false;
	}
	
    }
	
     
function OnTriggerExit(){
     
Texture1.enabled = false;
Texture2.enabled = false;
Texture3.enabled = false;
     
    }