Exemple #1
0
 private void OnDisable()
 {
     if (input != null)
     {
         input.Disable();
     }
 }
Exemple #2
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    void OnDisable()
    {
        playerInputActions.Disable();

        playerInputActions.MainMenuController.StartGame.performed -= StartGameAnim;
        playerInputActions.MainMenuController.ExitGame.performed  -= ExitGameAnim;
    }
Exemple #3
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 public override void OnDisable()
 {
     if (photonView.IsMine)
     {
         inputActions.Disable();
     }
 }
Exemple #4
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 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();
        }
Exemple #6
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        private void OnDisable()
        {
            playerInputAction.Disable();

            playerInputAction.Player.HorizontalMovement.performed -= OnHorizontalMoveInput;

            playerInputAction.Player.VerticalMovement.performed -= OnVerticalMoveInput;
        }
Exemple #7
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    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();
    }
Exemple #8
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 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();
     }
 }
Exemple #10
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        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();
        }
Exemple #11
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        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();
        }
Exemple #12
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    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();
    }
Exemple #13
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    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;
    }
Exemple #14
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    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();
    }
Exemple #15
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 private void OnDisable() => controls.Disable(); //Por que não desativar o handler aqui? Porque quando desativamos o script o update também é desativado.
Exemple #16
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 private void OnDisable()
 {
     m_actions.Disable();
 }
Exemple #17
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 private void OnDisable()
 {
     _inputActions.Disable();
 }
Exemple #18
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 void OnDisable()
 {
     playerActions.Disable();
 }
        private void OnDisable()
        {
            _inputActions.Player.Interact.performed -= OnInteractButton;

            _inputActions.Disable();
        }
Exemple #20
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 public void OnDisable()
 {
     controls.Disable();
 }
Exemple #21
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 private void OnDisable()
 {
     _inputActionsVar.Disable();
     InputUser.onChange -= OnInputDeviceChange;
 }
Exemple #22
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 private void OnDisable() => inputActions.Disable();
Exemple #23
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 void disableInvMenu()
 {
     actions.Disable();
 }
Exemple #24
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 private void OnDisable()
 {
     input_action_.Disable();
 }
 /***************************************************************
  * LIFECYCLE
  */
 private void OnDisable()
 {
     _playerInputActions.Disable();
     EnhancedTouchSupport.Disable();
 }
Exemple #26
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 private void OnDisable()
 {
     _playerInputActions.Disable();
 }
Exemple #27
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 protected void OnDisable()
 {
     GameInput.Disable();
 }
Exemple #28
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 private void OnDisable()
 {
     input.Disable();
 }
Exemple #29
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 private void OnDisable()
 {
     inputAction.Disable();
 }
Exemple #30
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 private void OnDisable()
 {
     playerInput.Disable();
 }