private void OnDisable() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; inputControls.UI.Back.performed -= ctx => Back(); inputControls.Disable(); }
private void OnDisable() { inputControls.Player.Move.performed -= ctx => CountMovement(ctx.ReadValue <Vector2>()); inputControls.Player.Jump.performed -= ctx => FloatingUp(); inputControls.Player.Crouch.performed -= ctx => FloatingDown(); inputControls.Disable(); }
private void OnDisable() { inputControls.Player.Move.performed -= ctx => inputVal = ctx.ReadValue <Vector2>(); inputControls.Player.Move.canceled -= ctx => inputVal = Vector3.zero; inputControls.Player.Jump.performed -= ctx => isMovingUpPressed = true; inputControls.Player.Jump.canceled -= ctx => isMovingUpPressed = false; inputControls.Player.Crouch.performed -= ctx => isMovingDownPressed = true; inputControls.Player.Crouch.canceled -= ctx => isMovingDownPressed = false; inputControls.Player.Fire.performed -= ctx => Fire(); inputControls.Player.Scan.performed -= ctx => Scan(); inputControls.Player.Scan.canceled -= ctx => ScanRelease(); inputControls.Disable(); }
// Diables the controls when the player is not active private void OnDisable() { controls.Disable(); puzzleModeUI.SetActive(false); currPiece = null; pieceDetector = null; isFastFall = false; beforeFastFally = 0f; }
public void ToggleInput(bool toggle) { if (toggle) { input.Enable(); } else { input.Disable(); } }
public virtual void willLostFocus() { foreach (var item in GetComponentsInChildren <UnityEngine.UI.Button>()) { item.interactable = false; } fingerActive = false; inputs.Disable(); if (needsResetLastSelectedGameObject) { foreach (var button in this.gameObject.GetComponentsInChildren <UnityEngine.UI.Button>()) { if (button.gameObject == MMX.GameManager.Input.currentSelectedGameObject) { currentSelectedGameObjectWhenLostFocus = button.gameObject; } } } }
private void OnDisable() { _controls.Disable(); _controls.Player.Move.performed -= MoveHandler; }
private void OnDisable() { _controls.Disable(); }
public virtual void Awake() { inputs = new InputControls(); inputs.Disable(); }
private void OnDisable() { inputActions.Disable(); myBrain.enabled = false; }
public void willLostFocus() { base.move(Vector2.zero, Vector2.zero); inputs.Disable(); }
private void OnDisable() { inputControls.UI.Back.performed -= ctx => Back(); inputControls.Disable(); }
void OnDisable() { inputAction.Disable(); }
private void OnDisable() { input.InGame.Pause.performed -= ctx => DeterminePauseState(); input.Disable(); }
void OnDisable() { ctrl.Disable(); }
private void OnDisable() { inputActions.Disable(); }
public void Dispose() { inputs.Disable(); inputs = null; }