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Question by Ellie97 · Jan 10, 2018 at 01:49 PM · c#uipointer

C# OnPointerEnter and OnPointerExit (the latter not working!)

(Using Oculus and NewtonVR) I have a button which when you look at it it starts a timer (which displays as text UI objects) using OnPointerEnter. I want it to stop that timer when you look away, so I tried OnPointerExit but it's not working! Any idea why or any better/other ways of implementing this? The timer works and starts only when you look at it. Sorry about my disgusting variables!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Events;
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 
 public class Timer : MonoBehaviour, IPointerEnterHandler
 {
     int minutes = 0;
     int seconds = 0;
     int minutes10 = 0;
     int seconds10 = 0;
 
     public Text minutesText;
     public Text secondsText;
     public Text minutes10Text;
     public Text seconds10Text;
     public GameObject minutesObject;
     public GameObject secondsObject;
     public GameObject minutes10Object;
     public GameObject seconds10Object;
 
     bool pointerEntered = false;
     bool coroutineFinished = true;
 
     private void Start()
     {
         minutesText = minutesObject.GetComponent<Text>();
         secondsText = secondsObject.GetComponent<Text>();
         minutes10Text = minutes10Object.GetComponent<Text>();
         seconds10Text = seconds10Object.GetComponent<Text>();
     }
 
     public void OnPointerEnter(PointerEventData eventData)
     {
         pointerEntered = true;
 
     }
     public void OnPointerExit(PointerEventData eventData)
     {
         pointerEntered = false;
     }
     void Update()
     {
         if (pointerEntered && coroutineFinished)
         {
             coroutineFinished = false;
             StartCoroutine(Pause());
         }
     }
     IEnumerator Pause()
     {
         yield return new WaitForSeconds(1.0f);
         if (seconds == 9)
         {
             seconds10++;
             seconds = 0;
 
             if (seconds10 == 6)
             {
                 minutes++;
                 seconds10 = 0;
 
                 if (minutes == 10)
                 {
                     minutes10++;
                     minutes = 0;
                 }
             }
         }
         else
         {
             seconds++;
         }
         minutesText.text = minutes.ToString();
         secondsText.text = seconds.ToString();
         minutes10Text.text = minutes10.ToString();
         seconds10Text.text = seconds10.ToString();
 
         coroutineFinished = true;
     }
 }
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Answer by creganjordan292 · Jan 10, 2018 at 01:53 PM

You don't implement the IPointerExit interface.

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avatar image Legend_Bacon · Jan 10, 2018 at 01:56 PM 1
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Beat me to it. But yes, at the top of your class you need to add IPointerExitHandler after the IPointerEnterHandler.

Cheers,

~LegendBacon

avatar image Ellie97 Legend_Bacon · Jan 10, 2018 at 01:58 PM 0
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Ahh thank you!

avatar image Ellie97 · Jan 10, 2018 at 01:56 PM 0
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What do you mean sorry? I added a boolean pointerEntered which should mean that the coroutine should only run if pointerEntered is true. How come it's not working?

avatar image creganjordan292 Ellie97 · Jan 10, 2018 at 01:58 PM 1
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In your class definition public class Timer : $$anonymous$$onoBehaviour, IPointerEnterHandler you implement the IPointerEnterHandler. You need to change that line to this: public class Timer : $$anonymous$$onoBehaviour, IPointerEnterHandler, IPointerExitHandler.

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