/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { if (actionButton != null) { actionButton.gameObject.SetActive(true); } _virtualButton.Press(); }
/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { Debug.Log("btnDown"); if (bulletCount < bulletMax && !reloadCheck) { Bullets [bulletCount].SetActive(true); bulletCount++; if (bulletCount >= bulletMax) { reloadCheck = true; bulletCount = 0; Invoke("reload", reloadTime_in); } } //nv.RPC ("RPCOnPointerDown", RPCMode.AllBuffered, Bullets[0].gameObject); _virtualButton.Press(); }
/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { _virtualButton.Press(); }
/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { _virtualButton.Press(); img.sprite = pressedSprite; }
/// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { ActiveButton = true; DownActive = true; _virtualButton.Press(); }
/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> /// public void OnPointerDown(PointerEventData eventData) { gameObject.GetComponent <Image>().color = new Color32(144, 144, 144, 255); _virtualButton.Press(); }
/// <summary> /// uGUI Event system stuff /// It's also utilised by the editor input helper /// </summary> /// <param name="eventData">Data of the passed event</param> public void OnPointerDown(PointerEventData eventData) { _virtualButton.Press(); Debug.Log("JumpButton"); }