using UnityEngine.EventSystems; namespace DarkTonic.MasterAudio { public class EventSoundsInitializePotentialDragHandler : EventSoundsUGUIHandler, IInitializePotentialDragHandler, IEventSystemHandler { public void OnInitializePotentialDrag(PointerEventData data) { if (base.eventSounds != null) { base.eventSounds.OnInitializePotentialDrag(data); } } } }