In the new Unity3D UI (Unity> 4.6), I am trying to create a simple script that I can connect to a user interface component (Image, Text, etc.) that will allow me to wedge into the user tooltip of the tooltip, so I need to capture PointerEnter and PointerExit on my component. So far I have been doing the following without success. I see the EVentTrigger component, but I can’t get my delegates to shoot to save my life.
Any ideas?
public class TooltipTrigger : MonoBehaviour {
public string value;
void Start() {
EventTrigger et = this.gameObject.GetComponent<EventTrigger>();
if (et == null)
et = this.gameObject.AddComponent<EventTrigger>();
EventTrigger.Entry entry;
UnityAction<BaseEventData> call;
entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerEnter;
call = new UnityAction<BaseEventData>(pointerEnter);
entry.callback = new EventTrigger.TriggerEvent();
entry.callback.AddListener(call);
et.delegates.Add(entry);
entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerExit;
call = new UnityAction<BaseEventData>(pointerExit);
entry.callback = new EventTrigger.TriggerEvent();
entry.callback.AddListener(call);
et.delegates.Add(entry);
}
private void pointerEnter(BaseEventData eventData) {
print("pointer enter");
}
private void pointerExit(BaseEventData eventData) {
print("pointer exit");
}
}
Also ... another method that I can find when poking around forums and documentation is to add event handlers through interface implementations, for example:
public class TooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
public string value;
public void OnPointerEnter(PointerEventData data) {
Debug.Log("Enter!");
}
public void OnPointerExit(PointerEventData data) {
Debug.Log("Exit!");
}
}
None of these methods work for me.
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