Game Development Reference
In-Depth Information
One really nice feature with the Selectable component is that it can be attached to any
GameObject on a UI Canvas. So if you want text that reacts to touch, the mouse, or
even an image (which is basically what the button is), then you can. You can even go
wild and make your own version of the Selectable control with your own features.
Remember, if you want to do anything with the Events that the
Selectable component implements, you will need either an Event
Trigger component (covered in Chapter 2 , Building Layouts ) or a
script implementing the Event interfaces (like the button script),
which we will cover next.
An event occurred, what do I do?
Next we come to one of my favorite additions with the new UI system, graphical
event hookups.
The Selectable component listens, by default, to events, but the Button also needs
to act on those events to do something else, turn on a light, activate a Hero's skill or
even just exit the game (disabled by default of course). For this, the Button control
also implements the IEventSystemHandler and IPointerClickHandler interfaces.
These interfaces are just subcomponents of the EventSystem . The
EventSystem automatically searches for components and scripts that
implement these interfaces while it is running. The Button is similar
to the Event Trigger component we covered in the previous chapter;
however, it is designed to specifically handle only certain events and
avoids the overhead of providing all types of events (just the click
event, which is all the Button actually needs).
If we look at the Event portion of the Button control, we see the following:
 
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