private void OnDisable() { inputActions.Disable(); }
private void OnDisable() { gameInputController.Disable(); }
private void OnDisable() { _gameControls.Disable(); _gameControls.Default.Move.performed -= OnMovePerformed; }
private void OnDisable() { input.Disable(); }
private void OnDisable() { input.Disable(); StopAllCoroutines(); }
public void OnDisable() { gameControls.Disable(); }
private void OnDisable() { input.Disable(); // disables user input }
private void OnDisable() { _gameControls.Disable(); }
void OnDisable() { playerControls.Disable(); }
private void OnDisable() { overlay.gameObject.SetActive(false); gameControls.Disable(); }
protected virtual void OnDisable() { gameControls.Disable(); }
private void OnDisable() { _controls.Disable(); }
private void OnDisable() { _controls.Disable(); StopAllCoroutines(); }