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Question by CaKeMeaT · Mar 12, 2015 at 09:18 PM · onclick

4.6+ GUI, assign OnClick() from script.

I have just added a GameMaster object to my scene which will instantiate and set all players and all relevant objects and linkage.

How do I connect the (newly) added Canvas buttons to the specific function that I need called.

I am trying to call a method called pause() that exists on the player as a script (GUI_HUD) from a completely different object than either of the two (not canvas or gui_hud)

         player = GameObject.Find ("Player");
         menu_obj = GameObject.Find ("Pause Button");
         _script = player.GetComponent<GUI_HUD> ();
 
         Button menu_button = menu_obj.GetComponent<Button> ();
 
         menu_button.onClick.RemoveAllListeners ();
         menu_button.onClick.AddListener (delegate { _script.pause(); });
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Answer by Denvery · Mar 12, 2015 at 10:08 PM

Hello! This is nice manual for your question: http://gamedev.stackexchange.com/questions/83027/unity-4-6-gui-dynamically-change-the-functions-called-by-gui-elements

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Answer by brentstrandy · Mar 13, 2015 at 10:56 AM

Try calling a method that is located within the GameMaster script and have that method reference your Player class. For example:

GameMaster.cs

 menu_button.onClick.AddListener(() => Pause());

Player.cs

 public void Pause()
 {
       menu_obj = GameObject.Find ("Pause Button");
       player.GetComponent<GUI_HUD> ().pause();
 }
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avatar image CaKeMeaT · Mar 13, 2015 at 03:26 PM 0
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         Button menu_button;
         GameObject menu_obj;
         
         menu_obj = GameObject.Find ("Pause Button") as GameObject;
         menu_button = menu_obj.GetComponent<Button> ();
 
         UnityEngine.Events.UnityAction action = () => { this.pause(); };
         menu_obj.GetComponent<Button>().onClick.RemoveAllListeners();
         menu_obj.GetComponent<Button>().onClick.AddListener(action); // <- does not work
         menu_button.onClick.AddListener(action);
 
         menu_button.interactable = false;         //<- works
         menu_obj.SetActive (true);                 //<- works

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