public override void EndPlay(EEndPlayReason endPlayReason) { if (gamemaster != null) { gamemaster.BowlTurnIsFinished -= CancelTriggerCoroutines; } }
public override void EndPlay(EEndPlayReason endPlayReason) { if (gamemaster != null) { gamemaster.BowlNewTurnIsReady -= BowlNewTurnIsReady; gamemaster.OnPinHasFallen -= PinHasFallen; gamemaster.OnPinHasGottenBackUp -= PinGottenBackUp; } }
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; } }
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; } }
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); } } }
/// <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) { }