Creating new Functions for the UI Eventsystem

I don’t know the syntax and was wondering how I could create a function within a script that is able to be manipulated through the Eventsystem, such as changing a bool in that function to true.

Hi TheFacelessOne,
I don’t know if I understand right, it would be something like this?

using System;
using System.Reflection;
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.Events;

public class MyEventObject : MonoBehaviour, IEventSystemHandler
{
    [RenamedSerializedData("onPress")]
    [SerializeField]
    private ButtonClickedEvent m_OnClick = new ButtonClickedEvent();

    public void Start()
    {
    ButtonPressed();
    }

    private void ButtonPressed()
    {
        m_OnClick.Invoke(true);
    }

    [Serializable]
    public class ButtonClickedEvent : UnityEvent<bool>
    {}
}

Source: Unity events in inspector example - Pastebin.com
I don’t know who wrote the code but thank you!

I’m not sure if this works. Does it allow you to run the class/function/everything/whatever via the built-in UI Eventsystem? Instead of adding the script as a component.