Change orbit target from another script

I am working on a 3d teaching project (not a gamer… sorry) in which I am using the following script:

using UnityEngine;
using System.Collections;

public class OrbitObject : MonoBehaviour {

		
	public Transform target;
	public float distance= 5.0f;
	public float yMinLimit = -180f;
	public float yMaxLimit = 180f;
	public float FOVMin = 10;
	public float FOVMax = 60;
	public float smoothTime = 1f;
 		
	float rotationYAxis = 0.0f;
	float rotationXAxis = 0.0f;
	float velocityX = 0.0f;
	float velocityY = 0.0f;//On_Swipe
		//end of added
	
	// Subscribe to events
	void OnEnable(){
		EasyTouch.On_PinchIn += On_PinchIn;		
		EasyTouch.On_PinchOut += On_PinchOut;
		EasyTouch.On_Swipe += On_Swipe;
	}
	
	void OnDisable(){
		UnsubscribeEvent();
	}
	
	void OnDestroy(){
		UnsubscribeEvent();
	}
	
	// Unsubscribe to events
	void UnsubscribeEvent(){
		EasyTouch.On_PinchIn += On_PinchIn;
		EasyTouch.On_PinchOut += On_PinchOut;
		EasyTouch.On_Swipe -= On_Swipe;	
	}
		
	void Start(){
	 	Vector3 angles = transform.eulerAngles;
        rotationYAxis = angles.y;
        rotationXAxis = angles.x;

        // Make the rigid body not change rotation
        if (rigidbody)
        {
            rigidbody.freezeRotation = true;
        }
	}
		
	// Zoom in and zoom out with pinch
	void On_PinchIn(Gesture gesture){
		float zoom = Time.deltaTime * gesture.deltaPinch*5;
		Camera.mainCamera.fieldOfView=Mathf.Clamp((Camera.mainCamera.fieldOfView+=zoom), FOVMin, FOVMax);
		
	}
	
	void On_PinchOut(Gesture gesture){
		float zoom = Time.deltaTime * gesture.deltaPinch*5;
		Camera.mainCamera.fieldOfView=Mathf.Clamp((Camera.mainCamera.fieldOfView-=zoom), FOVMin, FOVMax);
			
	}
	
	//Swipe
	void On_Swipe( Gesture gesture){
		//Only if it is a single finger
		if (gesture.touchCount==1 ){
			rotationXAxis -= gesture.deltaPosition.y;//inverted after result on tablet
			rotationYAxis += gesture.deltaPosition.x;//inverted after result on tablet		
			rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
			Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
	        Quaternion rotation = toRotation;
	        Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
	        Vector3 position = rotation * negDistance + target.position;
			transform.rotation = rotation;
			transform.position = position;
			velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
			velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
		}
	}

 	void LateUpdate()
    {
		//Allows mouse scrollwheel to control zoom as the mouse already controls the rest	
		if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); 
		}
		float zoom = Time.deltaTime * Input.GetAxis("Mouse ScrollWheel")*2000;
		Camera.mainCamera.fieldOfView=Mathf.Clamp((Camera.mainCamera.fieldOfView-=zoom), FOVMin, FOVMax);
		
	}

    public static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360F)
            angle += 360F;
        if (angle > 360F)
            angle -= 360F;
        return Mathf.Clamp(angle, min, max);
}
}

This script uses the Easy Touch plugin and it works well with tablets.
However, I need to change the target while running, using a GUI.
I basically have a number of objects that I need to make visible or invisible as the user selects the target (it is an anatomy course). I have been reading about GetComponent but I am lost!
Can someone shed light as I am a newbie?

As a newbie is strongly recommended to study the basic of documentation even for the simple uses. Google and youtube have many basic videos tutorials. Here is some doc that could be usefull for your need:

Official documentation:

Users input

Components

Colliders and RayCast

Problaby in the end you will get something like it:

// check if user has started to touch
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) {
	// create a ray from user touch to scene
	var ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position);
	var hit : RaycastHit;
	if (Physics.Raycast (ray, hit, 1000.0)) {
		// if ray collide with any Collider, get its render and change enabled status
		hit.collider.render.enabled = !hit.collider.render.enabled;
	}
}