/// <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 OnPointerUp(PointerEventData eventData) { if (actionButton != null) { actionButton.gameObject.SetActive(false); } _virtualButton.Release(); }
/// <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 OnPointerUp(PointerEventData eventData) { _virtualButton.Release(); }
/// <param name="eventData">Data of the passed event</param> public void OnPointerUp(PointerEventData eventData) { ActiveButton = false; _virtualButton.Release(); }
/// <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 OnPointerUp(PointerEventData eventData) { _virtualButton.Release(); img.sprite = unpressedSprite; }
/// <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 OnPointerUp(PointerEventData eventData) { gameObject.GetComponent <Image>().color = new Color32(231, 231, 231, 255); _virtualButton.Release(); }