I have a UI button. I want to show a text when the user is pressing the button and hide the text when the user releases the button.
How can I do this?
I have a UI button. I want to show a text when the user is pressing the button and hide the text when the user releases the button.
How can I do this?
this anwser is basically fine but there is a huge drawback: You can't have additional fields in the Inspector since Button already has a built-in EditorScript which overwrites the default Inspector - You would need to extend this via a custom Inspector every time.
I would instead implement it as completely additional component implementing IPointerDownHandler and IPointerUpHandler (and maybe also IPointerExitHandler to reset also when exiting the button while holding the mouse/pointer still pressed).
For the doing something while the button stays pressed I'ld use a Coroutine.
In general I'ld use UnityEvents:
[RequireComponent(typeof(Button))]
public class PointerDownUpHandler : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
{
public UnityEvent onPointerDown;
public UnityEvent onPointerUp;
// gets invoked every frame while pointer is down
public UnityEvent whilePointerPressed;
private Button _button;
private void Awake()
{
_button = GetComponent<Button>();
}
private IEnumerator WhilePressed()
{
// this looks strange but is okey in a Coroutine
// as long as you yield somewhere
while(true)
{
whilePointerPressed?.Invoke();
yield return null;
}
}
public void OnPointerDown(PointerEventData eventData)
{
// ignore if button not interactable
if(!_button.interactable) return;
// just to be sure kill all current routines
// (although there should be none)
StopAllCoroutines();
StartCoroutine(WhilePressed);
onPointerDown?.Invoke();
}
public void OnPointerUp(PointerEventData eventData)
{
StopAllCoroutines();
onPointerUp?.Invoke();
}
public void OnPointerExit(PointerEventData eventData)
{
StopAllCoroutines();
onPointerUp?.Invoke();
}
// Afaik needed so Pointer exit works .. doing nothing further
public void OnPointerEnter(PointerEventData eventData) { }
}
Than you can reference any callback in onPointerDown, onPointerUp and whilePointerPressed just the way you would do it with the onClick event of the Button.
You have to create your own custom button by extending Button class and override method OnPoiterDown and OnPointerUp. Attach MyButton component instead of Button to your gameobject
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class MyButton : Button
{
public override void OnPointerDown(PointerEventData eventData)
{
base.OnPointerDown(eventData);
Debug.Log("Down");
//show text
}
public override void OnPointerUp(PointerEventData eventData)
{
base.OnPointerUp(eventData);
Debug.Log("Up");
//hide text
}
}