public void ShutdownInput()
        {
            gameInput.Disable();

            //Console
            gameInput.Console.ToggleConsole.performed -= OnToggleConsole;
            gameInput.Console.AutoComplete.performed  -= OnAutoComplete;
            gameInput.Console.HistoryUp.performed     -= OnHistoryUp;
            gameInput.Console.HistoryDown.performed   -= OnHistoryDown;
            gameInput.Console.SubmitInput.performed   -= OnSubmitInput;

            //MenuController
            gameInput.MenuController.Close.performed -= OnMenuClose;

            //StartVideo
            gameInput.StartVideo.Skip.performed -= OnStartVideoSkip;

            //Debug menu
            gameInput.DebugMenu.ToggleMenu.performed -= OnDebugMenuToggle;

            //Player
            gameInput.Player.ScoreBoard.performed      -= OnPlayerScoreBoard;
            gameInput.Player.Suicide.performed         -= OnPlayerSuicide;
            gameInput.Player.Jump.performed            -= OnPlayerJump;
            gameInput.Player.Pause.performed           -= OnPlayerPause;
            gameInput.Player.WeaponSelection.performed -= OnPlayerWeaponSelection;
            gameInput.Player.ShootWeapon.performed     -= OnPlayerWeaponShoot;
            gameInput.Player.ReloadWeapon.performed    -= OnPlayerReloadWeapon;

            gameInput.Dispose();

            Application.quitting -= ShutdownInput;
        }
 void OnDisable()
 {
     input.Disable();
 }
 private void OnDisable()
 {
     action.Disable();
 }
Exemple #4
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 void OnDisable()
 {
     gameInputs.Disable();
 }
 private void OnDestroy()
 {
     input.Disable();
 }
Exemple #6
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 private void OnDisable()
 {
     controls.Disable();
 }
Exemple #7
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 void OnDisable()
 {
     _gameInput.Disable();
 }
 private void OnDisable()
 {
     input.Disable();
 }