private void DeactivateInput() { Input.Disable(); _canMove = false; UnregisterEvents(); }
private void DisableAllIAM() { /* * @Desc: Disables all IAM */ _PlayerInputDevice.Disable(); _SwapIAMMethod -= DisableAllIAM; }
private void OnDisable() { _input.Disable(); }
private void OnDisable() { _playerInputs.Disable(); }
private void OnDestroy() => inputs.Disable();
private void OnDisable() { // Unsubscribe from events input.Disable(); guntimeAbility.OnInGuntimeChanged -= UpdateInGuntime; }
private void OnDestroy() { playerinputs.Disable(); }
public void OnDisable() { input.Disable(); }
public void DisableInputs() { m_inputs.Disable(); }
private void OnDisable() { inputs.Disable(); }
public void OnDisable() { _playerInputs.Disable(); }
private void OnDisable() => PlayerInputs.Disable();
void OnDisable() { playerInputs?.Disable(); }
void OnDisable() { controls.Disable(); }