protected virtual void OnUIPress(EventMessage em, ref object paramRef) { switch (type) { case UIEventType.CLICK: if (!em.paramBool) { eventArray.Broadcast(this); } break; case UIEventType.DOWN: eventArray.Broadcast(this); break; } }
private void Press() { // prevent Timer error if (this == null) { return; } if (!IsActive()) { return; } // click event m_OnClick.Invoke(); // trigger event m_triggerEvent.Invoke(pointerEventData); // string event eventArray.Broadcast(this); }
public void DoEvent() { eventArray.Broadcast(this); }
protected override void OnTriggerExit(Collider coll) { base.OnTriggerExit(coll); onLeave.Broadcast(coll.gameObject); }
protected override void OnTriggerEnter(Collider coll) { base.OnTriggerEnter(coll); onEnter.Broadcast(coll.gameObject); }