Vérifier l'unité si la touche appuyée
if (Input.GetKeyDown(KeyCode.KEY))
Excited Elephant
if (Input.GetKeyDown(KeyCode.KEY))
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class MyButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler {
public bool buttonPressed;
public void OnPointerDown(PointerEventData eventData){
buttonPressed = true;
}
public void OnPointerUp(PointerEventData eventData){
buttonPressed = false;
}
}
if(Input.GetKey()
// Buttons work by adding listeners to the event of their onclick.
// These listeners can be persistent or runtime listeners.
// Persistent listeners are assigned in the editor and the runtime
// listeners are assigned in code at runtime.
// Here is how you would assign a new listener in code.
public class Controller : MonoBehaviour
{
[SerializeField] private Button btn = null;
private void Awake()
{
// adding a delegate with no parameters
btn.onClick.AddListener(NoParamaterOnclick);
// adding a delegate with parameters
btn.onClick.AddListener(delegate{ParameterOnClick("Button was pressed!");});
}
private void NoParamaterOnclick()
{
Debug.Log("Button clicked with no parameters");
}
private void ParameterOnClick(string test)
{
Debug.Log(test);
}
}