private void OnDisable() { BreathingManager.Instance.OnBreathingChange -= OnBreathingChange; _playerInput.Disable(); _playerInput.Interaction.Fire.performed -= OnFire; _playerInput.Interaction.Interact.performed -= OnInteract; _playerInput.Movement.Jump.performed -= OnJump; }
private void OnApplicationFocus(bool focus) { if (focus && enabled) { inputActions.Enable(); } else { inputActions.Disable(); } }
void SwitchActionMap(InputActionMap actionMap, bool isUIInput) { inputActions.Disable(); actionMap.Enable(); if (isUIInput) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } else { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } }
public void DisablePlayerInput() { DisableMovement(); inputActions.PlayerControls.Drill.performed -= DrillPerformed; inputActions.PlayerControls.Drill.canceled -= DrillCanceled; Reset(); inputActions.Disable(); }
private void OnDisable() { // Clean up subcribed inputs InputActions.Player.Movement.canceled -= OnMovement; InputActions.Player.CursorControl.canceled -= OnCursor; InputActions.Disable(); }
public void DisableDialogue() { OnDialogueDisabled(_conversation.id); _input.Disable(); _onGoingDialogue = false; UIManager.Instance.paused = false; dialogueImage.gameObject.SetActive(false); }
protected void OnDisable() { TutorialIsActive = false; inputActions.Disable(); if (GameManager.Instance.CountdownObject != null) { GameManager.Instance.CountdownObject.SetActive(true); } }
private void OnDisable() { controls.PlayerCharacter.cmdOn.performed -= HandleCmdOn; controls.PlayerCharacter.cmdOff.performed -= HandleCmdOff; controls.PlayerCharacter.ExecuteCom.performed -= HandleExecuteCom; controls.PlayerCharacter.Move.performed -= HandleMove => moveInput = HandleMove.ReadValue <Vector2>(); controls.PlayerCharacter.Move.canceled -= HandleMove => moveInput = Vector2.zero; controls.PlayerCharacter.Jump.performed -= HandleJump; controls.Disable(); }
protected override void OnStopRunning() { base.OnStartRunning(); InputActions.Disable(); }
protected void OnDisable() { GameInput.Disable(); }
private void OnDisable() => _inputHandle.Disable();
private void OnDisable() { inputActions.Disable(); inputActions.Dispose(); }
protected void OnDisable() { inputActions?.Disable(); }
private void OnDisable() { _input.Disable(); }
void OnDisable() { m_Controls.Disable(); }
void Disable() => inputActions.Disable();
protected override void OnStopRunning() { _input.Disable(); }
private void OnDisable() { InputSystem.onDeviceChange -= OnDeviceChanged; InputActions.Disable(); }
private void OnDisable() { playerInput.Disable(); }
private void OnDisable() { base.OnDisable(); InputActions.Disable(); }
private void OnDisable() => _inputs.Disable();
// Diables the controls when the player is not active private void OnDisable() { controls.Disable(); }
void OnDisable() { _inputActions.Disable(); }
protected override void Finalization() { base.Finalization(); _actions.Disable(); }
protected override void OnStopRunning() => m_InputActions.Disable();
private void OnDisable() => m_InputMapping.Disable();
private void OnDisable() { inputs.Disable(); }
private void OnDisable() => _inputActions.Disable();
private void OnDisable() { inputActions?.Disable(); }
void OnDisabled() { controls.Disable(); }