Release() public method

Release logic frees the button from its "IsPressed" state
public Release ( ) : void
return void
示例#1
0
 /// <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();
 }
示例#2
0
 /// <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();
 }
示例#3
0
 /// <param name="eventData">Data of the passed event</param>
 public void OnPointerUp(PointerEventData eventData)
 {
     ActiveButton = false;
     _virtualButton.Release();
 }
示例#4
0
 /// <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;
 }
示例#5
0
 /// <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();
 }