public void UnregisterEvents() { //Server.WaitingForPlayers -= server.OnWaitingForPlayers; Server.RoundStarted -= server.OnRoundStarted; Player.Left -= player.OnLeft; Player.Joined -= player.OnVerified; server = null; player = null; warhead = null; map = null; // Singleton = null; }
public void RegisterEvents() { // if (Singleton == null) yield break; player = new Handlers.Player(); server = new Handlers.Server(); warhead = new Handlers.Warhead(); map = new Handlers.Map(); //Server.WaitingForPlayers += server.OnWaitingForPlayers; Server.RoundStarted += server.OnRoundStarted; Player.Left += player.OnLeft; Player.Joined += player.OnVerified; // Player.InteractingDoor += player.OnInteractingDoor; }