private void OnDestroy() { if (BehaviourFacade.Exists()) { BehaviourFacade.s_instance.CurrentScene -= OnChange; } }
private void OnDestroy() { if (BehaviourFacade.Exists()) { BehaviourFacade.s_instance.Floats[(int)type] -= OnChange; } }
private void OnDestroy() { if (BehaviourFacade.Exists()) { BehaviourFacade.s_instance.Floats[(int)OFloatIdentifier.Ink] -= CheckCondition; BehaviourFacade.s_instance.CurrentScene -= CheckStartGame; } }
private void OnDestroy() { if (InputAdapter.Exists()) { InputAdapter.s_instance.startDrawing -= StartDrawing; InputAdapter.s_instance.currentPos -= OnChange; } if (BehaviourFacade.Exists()) { BehaviourFacade.s_instance.CurrentScene -= ChangeSzene; } }