How to Activate/Deactivate Events in EventTrigger by Script ?

Hello,
does anyone know how to enable/disable an Event in an EventTrigger ? In the Editor you can switch an event to Off/Runtime-Only/runtime+editor - but i haven’t found a way how to disable an event inside an EventTrigger by script. Does anyone know how to do that ?

I know i can remove them from the EvenTrigger.delegates List but since there is a property in the Editor i was wondering if there is a better method, or if i’m unaware of some sort of class that controls the activity on those event entries.

Thanks!

Here’s an example:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;

public class SomeClass:MonoBehaviour{

	void Start(){
		SetEventTriggerState(SomeObjectThatHasEvenTrigger.gameObject.GetComponent<EventTrigger>(), EventTriggerType.PointerUp, "MethodnameToSetState", UnityEventCallState.Off);
	}

	void SetEventTriggerState(EventTrigger ET, EventTriggerType ETType, string MethodName, UnityEventCallState NewState){
		for (int i=0; i<ET.triggers.Count; i++) {
			EventTrigger.Entry Trigger=ET.triggers*;*

_ Debug.Log(" Triggers "+Trigger);_
* Debug.Log(" eventID "+Trigger.eventID);*
* EventTrigger.TriggerEvent CB=Trigger.callback;*
* Debug.Log(" callback "+CB);*
* for (int j=0; j<CB.GetPersistentEventCount(); j++) {*
* Debug.Log(" “+CB.GetPersistentMethodName(j)+” “+CB.GetPersistentTarget(j)+” "+Trigger.eventID);*
* if (CB.GetPersistentMethodName(j)==MethodName && Trigger.eventID==ETType){*
* Debug.Log("Set State to "+NewState);*
* CB.SetPersistentListenerState(j, NewState);*
* }*
* }*
* }*
* }*
}

Maybe using…

.GetComponent<Image>().raycastTarget =

It worked for me.