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(); }
void OnDisable() { gameInputs.Disable(); }
private void OnDestroy() { input.Disable(); }
private void OnDisable() { controls.Disable(); }
void OnDisable() { _gameInput.Disable(); }
private void OnDisable() { input.Disable(); }