In Unity3D Version 2017 you could add multiple EventTriggers at once by doing this:
for (int i = 0; i < 20; i++)
{
EventTrigger.Entry pDown = new EventTrigger.Entry();
pDown.eventID = EventTriggerType.PointerDown;
pDown.callback.AddListener((eventdata) => { InventorySlotCopy(); });
slots[i].GetComponent<EventTrigger>().triggers.Add(pDown);
EventTrigger.Entry pUp = new EventTrigger.Entry();
pUp.eventID = EventTriggerType.PointerUp;
pUp.callback.AddListener((eventdata) => { InventorySlotInsert(); });
slots[i].GetComponent<EventTrigger>().triggers.Add(pUp);
}
where slots is just an array of GameObjects, each with an Image and an EventTrigger attachted to it.
However, using the same code as above in Unity3D Version 2019 results in adding those EventTriggers but not in assigning the functions to the Listener.
How is that been done in Unity2019?


