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This question was closed Mar 11, 2018 at 01:08 PM by HerkusGaming.
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Question by HerkusGaming · Mar 11, 2018 at 09:57 AM · buttonontriggerenterchangeeventhow

How to change OnTriggerEnter to Ui Button click

Hello, Im trying to make shop system with inventory (using Invector). Invvector has a code wich adds items into your inventory, but that code is based on OnTriggerEnter(). I want to make that code to work, when i press Buy button in my shop. I tried to do OnMouseDown(), but that didnt worked. Please, can you help me?

using UnityEngine; using System.Collections; using Invector.ItemManager;

public class vAddItemByID : MonoBehaviour { public int id, amount; public bool autoEquip; public bool destroyAfter;

     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("Player"))
         {
             var itemManager = other.gameObject.GetComponent<vItemManager>();
             if (itemManager)
             {
                 var reference = new ItemReference(id);
                 reference.amount = amount;
                 reference.autoEquip = autoEquip;
                 itemManager.AddItem(reference);
             }
             if (destroyAfter) Destroy(gameObject);
         }
     }


    
 }
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Answer by hexagonius · Mar 11, 2018 at 10:02 AM

Create a public function in the same script that calls OnTriggerEnter. In your UI Button reference the script in the OnClick event and choose the new public function

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avatar image HerkusGaming · Mar 11, 2018 at 10:12 AM 0
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How to write this script? Because this script is not working.

 public void PressButton()
     {
         void OnTriggerEnter(Collider other)
         {
             if (other.gameObject.CompareTag("Player"))
             {
                 var item$$anonymous$$anager = other.gameObject.GetComponent<vItem$$anonymous$$anager>();
                 if (item$$anonymous$$anager)
                 {
                     var reference = new ItemReference(id);
                     reference.amount = amount;
                     reference.autoEquip = autoEquip;
                     item$$anonymous$$anager.AddItem(reference);
                 }
                 if (destroyAfter) Destroy(gameObject);
             }
         }
 
 
 
     }
 
 }



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