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Question by Ambrose998800 · Nov 23, 2016 at 06:37 AM · c#event triggering

How to set EventTrigger parameters by C#?

Hi there.

I'm sure this question was answered before, but I don't know exactly what I need to searching for to find it.

I want to assign an object and the called function of a EventTrigger component by script (red in the pic below).

alt text

Working with...

 this.gameobject.getComponent<EventTrigger>().[...]

... wont give me the needed options, it seems.

seteventtriggerparameters.jpg (58.7 kB)
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Answer by Adam-Mechtley · Dec 05, 2016 at 01:55 PM

Hi @Ambrose998800! Do you need to add these at run-time or to be serialized in the editor? If you just need to set them at run-time, they won't show up in the Inspector, but you can do something like this:

 using UnityEngine;
 using UnityEngine.EventSystems;
 using System.Collections.Generic;
 using System.Linq;
 
 [RequireComponent (typeof (EventTrigger))]
 public class NewBehaviourScript : MonoBehaviour
 {
     protected virtual void Start ()
     {
         EventTrigger eventTrigger = GetComponent <EventTrigger> ();
         List<EventTrigger.Entry> triggers = eventTrigger.triggers;
         EventTrigger.Entry clickEventHandler = triggers.FirstOrDefault (
             t => t.eventID == EventTriggerType.PointerClick
         );
         if (clickEventHandler == null)
         {
             clickEventHandler = new EventTrigger.Entry ();
             clickEventHandler.eventID = EventTriggerType.PointerClick;
             triggers.Add (clickEventHandler);
             eventTrigger.triggers = triggers;
         }
         clickEventHandler.callback.AddListener (OnClick);
     }
 
     public void OnClick (BaseEventData eventData)
     {
         Debug.Log ("Clicked!");
     }
 }

If you need to set these in the editor and have them persist, you need to use something like the UnityEventTools class to serialize a persistent event. Given the above script, it would be something like this:

 using UnityEditor;
 using UnityEditor.Events;
 using UnityEngine;
 using UnityEngine.EventSystems;
 using System.Collections.Generic;
 using System.Linq;
 
 public class NewBehaviourScriptUtility
 {
     [MenuItem ("Example/Serialize Event Handler")]
     private static void SerializeEventHandler ()
     {
         if (Selection.activeGameObject == null)
             return;
         NewBehaviourScript nbs = Selection.activeGameObject.GetComponent <NewBehaviourScript> ();
         if (nbs == null)
             return;
         EventTrigger eventTrigger = nbs.GetComponent <EventTrigger> ();
         List<EventTrigger.Entry> triggers = eventTrigger.triggers;
         EventTrigger.Entry clickEventHandler = triggers.FirstOrDefault (
             t => t.eventID == EventTriggerType.PointerClick
         );
         if (clickEventHandler == null)
         {
             clickEventHandler = new EventTrigger.Entry ();
             clickEventHandler.eventID = EventTriggerType.PointerClick;
             triggers.Add (clickEventHandler);
             eventTrigger.triggers = triggers;
         }
         UnityEventTools.AddPersistentListener (clickEventHandler.callback, nbs.OnClick);
     }
 }

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