public override void EndPlay(EEndPlayReason endPlayReason)
 {
     if (gamemaster != null)
     {
         gamemaster.BowlTurnIsFinished -= CancelTriggerCoroutines;
     }
 }
Exemple #2
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 public override void EndPlay(EEndPlayReason endPlayReason)
 {
     if (gamemaster != null)
     {
         gamemaster.BowlNewTurnIsReady   -= BowlNewTurnIsReady;
         gamemaster.OnPinHasFallen       -= PinHasFallen;
         gamemaster.OnPinHasGottenBackUp -= PinGottenBackUp;
     }
 }
Exemple #3
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 public override void EndPlay(EEndPlayReason endPlayReason)
 {
     if (gamemaster != null)
     {
         gamemaster.OnBallLaunch       -= StartFollowingBall;
         gamemaster.OnNudgeBallLeft    -= NudgeBallLeft;
         gamemaster.OnNudgeBallRight   -= NudgeBallRight;
         gamemaster.BowlNewTurnIsReady -= NewTurnIsReady;
         gamemaster.OnWinGame          -= OnWinGame;
     }
 }
 public override void EndPlay(EEndPlayReason endPlayReason)
 {
     if (gamemaster != null)
     {
         gamemaster.BowlTurnIsFinished -= BowlTurnIsFinished;
         gamemaster.BowlNewTurnIsReady -= NewTurnIsReady;
         //gamemaster.BowlTurnIsFinishedTest.Unbind(BowlTurnIsFinished);
         gamemaster.OnBallLaunch     -= LaunchBall;
         gamemaster.OnNudgeBallLeft  -= NudgeBallLeft;
         gamemaster.OnNudgeBallRight -= NudgeBallRight;
     }
 }
Exemple #5
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 public override void EndPlay(EEndPlayReason endPlayReason)
 {
     StopAllCoroutines();
     if (gamemaster != null)
     {
         gamemaster.OnUpdatePinCount        -= UpdatePinCount;
         gamemaster.BowlNewTurnIsReady      -= ResetPinCount;
         gamemaster.BowlTurnIsFinished      -= OnTurnIsFinished;
         gamemaster.OnSendBowlActionResults -= OnSendBowlActionResults;
         gamemaster.Debug_Fill18ScoreSlots  -= Debug_Fill18ScoreSlots;
     }
 }
Exemple #6
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        public override void EndPlay(EEndPlayReason endPlayReason)
        {
            StopAllCoroutines();

            if (gamemaster != null)
            {
                gamemaster.BowlTurnIsFinished      -= OnTurnIsFinished;
                gamemaster.OnWinGame               -= OnTurnIsFinished;
                gamemaster.OnSendBowlActionResults -= OnSendBowlActionResults;
                gamemaster.BowlNewTurnIsReady      -= NewBowlTurnHasStarted;
                gamemaster.Debug_OnSimulateStrike  -= OnSimulateStrike;
                //Pin should have fallen
                //Checking Just In Case
                if (bPinHasFallen == false)
                {
                    bPinHasFallen = true;
                    gamemaster.CallOnPinHasFallen(this);
                }
            }
        }
Exemple #7
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 /// <summary>
 /// Overridable function called whenever this actor is being removed from a level.
 /// </summary>
 /// <param name="endPlayReason"></param>
 public virtual void EndPlay(EEndPlayReason endPlayReason)
 {
 }
 /// <summary>
 /// Ends gameplay for this component.
 /// Called from AActor::EndPlay only if bHasBegunPlay is true.
 /// </summary>
 /// <param name="endPlayReason"></param>
 public virtual void EndPlay(EEndPlayReason endPlayReason)
 {
     endPlayRedirect
     .Resolve(VTableHacks.ActorComponentEndPlay, this)
     .Invoke(Address, (byte)endPlayReason);
 }
 public override void EndPlay(EEndPlayReason endPlayReason)
 {
 }