internal override void Dispose()
 {
     EventHandler.UnregisterEvent <SpellDamageInfo>(EventHandler.GlobalDispatcher, GameEvents.ServerDamageDone, OnSpellDamageDone);
     EventHandler.UnregisterEvent <SpellHealInfo>(EventHandler.GlobalDispatcher, GameEvents.ServerHealingDone, OnSpellHealingDone);
     EventHandler.UnregisterEvent <Unit, Vector3, SpellInfo, IProtocolToken>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellLaunch, OnServerSpellLaunch);
     EventHandler.UnregisterEvent <Unit, Unit, SpellInfo, SpellMissType>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellHit, OnServerSpellHit);
     EventHandler.UnregisterEvent <Player, Vector3>(EventHandler.GlobalDispatcher, GameEvents.ServerPlayerTeleport, OnServerPlayerTeleport);
     EventHandler.UnregisterEvent <Player, SpellCooldown>(EventHandler.GlobalDispatcher, GameEvents.ServerSpellCooldown, OnServerSpellCooldown);
 }
Beispiel #2
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 internal void Dispose()
 {
     EventHandler.UnregisterEvent <SpellDamageInfo>(GameEvents.ServerDamageDone, OnSpellDamageDone);
     EventHandler.UnregisterEvent <SpellHealInfo>(GameEvents.ServerHealingDone, OnSpellHealingDone);
     EventHandler.UnregisterEvent <Unit, SpellInfo, SpellProcessingToken>(GameEvents.ServerSpellLaunch, OnServerSpellLaunch);
     EventHandler.UnregisterEvent <Unit, Unit, SpellInfo, SpellMissType>(GameEvents.ServerSpellHit, OnServerSpellHit);
     EventHandler.UnregisterEvent <Player, Vector3>(GameEvents.ServerPlayerTeleport, OnServerPlayerTeleport);
     EventHandler.UnregisterEvent <Player, SpellCooldown>(GameEvents.ServerSpellCooldown, OnServerSpellCooldown);
     EventHandler.UnregisterEvent <Player, SpellChargeCooldown>(GameEvents.ServerSpellCharge, OnServerSpellChargeCooldown);
 }
        public override void Deinitialize()
        {
            EventHandler.UnregisterEvent <ServerRoomToken>(photon, GameEvents.ServerMapLoaded, OnMapLoaded);

            World = null;

            ServerToken = null;
            LaunchState = 0;

            base.Deinitialize();
        }
 internal void Dispose()
 {
     EventHandler.UnregisterEvent <Player, UnitMoveType, float>(GameEvents.ServerPlayerSpeedChanged, OnPlayerSpeedChanged);
     EventHandler.UnregisterEvent <Player, bool>(GameEvents.ServerPlayerRootChanged, OnPlayerRootChanged);
     EventHandler.UnregisterEvent <Player, bool>(GameEvents.ServerPlayerMovementControlChanged, OnPlayerMovementControlChanged);
 }