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. |