private void OnDisable() { if (input != null) { input.Disable(); } }
void OnDisable() { playerInputActions.Disable(); playerInputActions.MainMenuController.StartGame.performed -= StartGameAnim; playerInputActions.MainMenuController.ExitGame.performed -= ExitGameAnim; }
public override void OnDisable() { if (photonView.IsMine) { inputActions.Disable(); } }
private void OnDisable() { if (playerInputActions != null) { playerInputActions.Disable(); } }
public override void Dispose() { _inputActions.Explore.Move.performed -= ctx => OnMove(ctx.ReadValue <Vector2>()); _inputActions.Explore.Interact.performed -= ctx => OnInteract(); _inputActions.Disable(); }
private void OnDisable() { playerInputAction.Disable(); playerInputAction.Player.HorizontalMovement.performed -= OnHorizontalMoveInput; playerInputAction.Player.VerticalMovement.performed -= OnVerticalMoveInput; }
void OnDisable() { playerInputActions.PlayerControls.Move.performed -= Move_Performed; playerInputActions.PlayerControls.Move.canceled -= Move_Cancelled; playerInputActions.PlayerControls.Use.performed -= Use_Performed; playerInputActions.MainMenuController.ExitGame.performed -= Exit_Performed; playerInputActions.Disable(); }
private void OnDisable() { m_InputActions.Player.Jump.performed -= OnJump; m_InputActions.Player.Jump.canceled -= OnJump; m_InputActions.Player.Move.performed -= OnMove; m_InputActions.Player.Move.canceled -= OnMove; m_InputActions.Player.Sprint.performed -= OnSprint; m_InputActions.Player.Sprint.canceled -= OnSprint; m_InputActions.Disable(); }
public void ToggleControls(bool flag) { if (flag) { Actions.Enable(); } else { Actions.Disable(); } }
void OnDisable() { inputActions.PlayerControls.Move.performed -= OnMovement; inputActions.PlayerControls.Jump.performed -= OnJump; inputActions.PlayerControls.Jump.canceled -= OnJump; inputActions.PlayerControls.Crouch.performed -= OnCrouch; inputActions.PlayerControls.Crouch.canceled -= OnCrouch; inputActions.PlayerControls.Attack.performed -= OnAttack; inputActions.PlayerControls.Attack.canceled -= OnAttack; inputActions.PlayerControls.Mouse.performed -= OnMousePosition; inputActions.PlayerControls.Quit.performed -= OnQuit; inputActions.Disable(); }
private void OnDisable() { if (_look != null) { _inputActions.Player.Look.performed -= OnLook; _inputActions.Player.Look.canceled -= OnLook; } if (_move != null) { _inputActions.Player.Move.performed -= OnMove; _inputActions.Player.Move.canceled -= OnMove; } _inputActions.Disable(); }
void OnDisable() { playerInputActions.PlayerControls.Move.performed -= Move_Performed; playerInputActions.PlayerControls.Move.canceled -= Move_Cancelled; playerInputActions.PlayerControls.Run.performed -= Run_Performed; playerInputActions.PlayerControls.Run.canceled -= Run_Cancelled; playerInputActions.PlayerControls.QuitGame.performed -= Exit_Game; playerInputActions.PlayerControls.PickUpRelease.performed -= Interaction_Performed; playerInputActions.PlayerControls.PickUpRelease.canceled -= Interaction_Canceled; playerInputActions.PlayerControls.Use.performed -= Use_Performed; playerInputActions.Disable(); }
private void OnDisable() { PlayerInputActions.Disable(); PlayerInputActions.PlayerControls.MovementAxis.performed -= HandleMovement; PlayerInputActions.PlayerControls.MovementAxis.canceled -= ctx => HandleMovementCancel(); PlayerInputActions.PlayerControls.MouseAim.performed -= HandleMouseAim; PlayerInputActions.PlayerControls.MouseDeltaAim.performed -= HandleMouseDeltaAim; PlayerInputActions.PlayerControls.AnalogAim.performed -= HandleAnalogAim; PlayerInputActions.PlayerControls.MouseDeltaAim.canceled -= ctx => _cursorDeltaPosition = Vector2.zero; PlayerInputActions.PlayerControls.Run.started += HandleRunPressed; PlayerInputActions.PlayerControls.Run.canceled += HandleRunReleased; PlayerInputActions.PlayerControls.Jump.started -= HandleJumpStart; PlayerInputActions.PlayerControls.Jump.canceled -= HandleJumpEnd; PlayerInputActions.PlayerControls.Scroll.started -= HandleStartScroll; PlayerInputActions.PlayerControls.Scroll.canceled -= HandleEndScroll; }
void OnDisable() { playerInputActions.PlayerControls.Move.performed -= Move_Performed; playerInputActions.PlayerControls.Move.canceled -= Move_Cancelled; playerInputActions.PlayerControls.Run.started -= Run_Performed; playerInputActions.PlayerControls.Run.canceled -= Run_Cancelled; playerInputActions.PlayerControls.Block.performed -= Block_Performed; playerInputActions.PlayerActions.Attack.performed -= Attack_Performed; playerInputActions.PlayerActions.Attack.canceled -= Attack_Cancelled; playerInputActions.PlayerActions.Shoot.performed -= Shoot_Performed; playerInputActions.PlayerActions.Shoot.canceled -= Shoot_Cancelled; playerInputActions.PlayerActions.Interaction.performed -= Interaction_Performed; playerInputActions.PlayerActions.Pause.performed -= SetPauseMode; //playerInputActions.PlayerControls.QuitGame.performed -= Exit_Game; playerInputActions.Disable(); }
private void OnDisable() => controls.Disable(); //Por que não desativar o handler aqui? Porque quando desativamos o script o update também é desativado.
private void OnDisable() { m_actions.Disable(); }
private void OnDisable() { _inputActions.Disable(); }
void OnDisable() { playerActions.Disable(); }
private void OnDisable() { _inputActions.Player.Interact.performed -= OnInteractButton; _inputActions.Disable(); }
public void OnDisable() { controls.Disable(); }
private void OnDisable() { _inputActionsVar.Disable(); InputUser.onChange -= OnInputDeviceChange; }
private void OnDisable() => inputActions.Disable();
void disableInvMenu() { actions.Disable(); }
private void OnDisable() { input_action_.Disable(); }
/*************************************************************** * LIFECYCLE */ private void OnDisable() { _playerInputActions.Disable(); EnhancedTouchSupport.Disable(); }
private void OnDisable() { _playerInputActions.Disable(); }
protected void OnDisable() { GameInput.Disable(); }
private void OnDisable() { input.Disable(); }
private void OnDisable() { inputAction.Disable(); }
private void OnDisable() { playerInput.Disable(); }