void OnDestroy() { FFMessage <FFLocalEvents.TimeChangeEvent> .Disconnect(OnTimeChangeEvent); }
// Use this for initialization void Start() { // FFMessage is global which means that it is not sensative // to where it is called from FFMessage <PlayerDiedEvent> .Connect(OnPlayerDiedEvent); }
void Awake() { FFMessage <FFLocalEvents.TimeChangeEvent> .Connect(OnTimeChangeEvent); }