A zero argument persistent callback that can be saved with the scene.
#pragma strict var m_MyEvent : UnityEvent; function Start () { if (m_MyEvent == null) m_MyEvent = new UnityEvent (); m_MyEvent.AddListener (Ping); } function Update () { if (Input.anyKeyDown && m_MyEvent != null) { m_MyEvent.Invoke (); } } function Ping () { Debug.Log ("Ping"); }
no example available in C#
no example available in Boo
UnityEvent | Constructor. |
AddListener | Add a non persistent listener to the UnityEvent. |
Invoke | Invoke all registered callbacks (runtime and peristent). |
RemoveListener | Remove a non persistent listener from the UnityEvent. |
GetPersistentEventCount | Get the number of registered persistent listeners. |
GetPersistentMethodName | Get the target method name of the listener at index index. |
GetPersistentTarget | Get the target component of the listener at index index. |
RemoveAllListeners | Remove all listeners from the event. |
SetPersistentListenerState | Modify the execution state of a persistent listener. |
GetValidMethodInfo | Given an object, function name, and a list of argument types; find the method that matches. |