private void OnDisable() { _coroutineQueue.StopQueue(); _coroutineQueue.CancelFutureSubcoroutines(); _coroutineQueue.StopForcedSolve(); StopAllCoroutines(); }
public void OnDisable() { CoroutineQueue.StopQueue(); CoroutineQueue.CancelFutureSubcoroutines(); CoroutineQueue.StopForcedSolve(); StopAllCoroutines(); }
private void OnDisable() { CoroutineQueue.StopQueue(); CoroutineQueue.CancelFutureSubcoroutines(); CoroutineQueue.StopForcedSolve(); StopAllCoroutines(); LeaderboardsEnabled = true; }
private IEnumerator StopEveryCoroutine() { yield return new WaitForSeconds(2.0f); _coroutineQueue.StopQueue(); _coroutineQueue.CancelFutureSubcoroutines(); StopAllCoroutines(); }
private IEnumerator InstantlySolveModule(string reason, params object[] args) { BombModule.LogFormat("Instantly solving the module because the following error happened:"); BombModule.LogFormat(reason, args); Movements.CancelFutureSubcoroutines(); Movements.StopQueue(); //Kill the Souvenir questions because of crash. This will make Souvenir ignore this Morse-A-Maze instance. _souvenirQuestionEndingLocation = null; _souvenirQuestionStartingLocation = null; _souvenirQuestionWordPlaying = null; _souvenirQuestionWordList = null; _solved = true; if (!FakeStatusLight.HasFakeStatusLightFailed) { StartCoroutine(MoveStatusLightToCorner()); FakeStatusLight.PassColor = StatusLightState.Green; HandleModulePass(); } else { BombModule.HandlePass(); } foreach (var location in Locations) { location.gameObject.SetActive(false); } yield return(new WaitForSecondsRealtime(2)); _unicorn = true; for (var x = 0; x < 6; x++) { for (var y = 0; y < 6; y++) { SetWall(x, y, false, true); SetWall(x, y, true, true); } } yield return(new WaitForSecondsRealtime(8)); StopAllCoroutines(); }