using UnityEngine;
using UnityEngine.EventSystems;
using static CommunicationEvents;

public class CheckServerPush : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{

    public void OnPointerDown(PointerEventData eventData)
    {
         StartCoroutine(UpdateAllServers()); // There is likely a better way to handle this, but it works fine
    }

    public void OnPointerUp(PointerEventData eventData)
    {

    }
}