private void OnDisable() { _onPlayerAttackEnd.Unsubscribe(SlowDownAnimation); _onPlayerAttackEnd.Unsubscribe(FasterAnimation); _onWrongTarget.Unsubscribe(ScaleHead); _onWrongTarget.Unsubscribe(CheckGameOver); _onGameOver.Unsubscribe(GameOver); _onLevelEnd.Unsubscribe(LevelEnd); _onGameStart.Unsubscribe(Run); }
protected override void OnDisable() { base.OnDisable(); _onLevelSpawn.Unsubscribe(SpawnSteps); _onLevelEnd.Unsubscribe(RespawnSteps); _onGameStart.Unsubscribe(StartGame); }
protected override void OnDisable() { base.OnDisable(); _onQuitEvent.Unsubscribe(SaveMeshes); _onPlayerMaterialReward.Unsubscribe(AddMeshToPlayer); _currentMesh.onValueChanged -= SaveMeshes; _currentMesh.onValueChanged -= ResetStepMaterial; }
protected override void OnDisable() { base.OnDisable(); _currentScore.onValueChanged -= UpdateCurrentScore; _bestScore.onValueChanged -= UpdateMaxScore; _currentLevel.onValueChanged -= UpdateCurrentLevel; _nextLevel.onValueChanged -= UpdateNextLevel; _currentStep.onValueChanged -= UpdateStep; _totalSteps.onValueChanged -= UpdateStep; _onGameOverEvent.Unsubscribe(ShowLevelEnd); _onNewPlayerItemReward.Unsubscribe(ShowRewardPopup); }
private void OnDisable() { _onLevelEnd.Unsubscribe(EnableBalloonDestroy); }
protected override void OnDisable() { base.OnDisable(); _onGameOver.Unsubscribe(GetReward); _onQuit.Unsubscribe(SaveScore); }
private void OnDisable() { _onLevelEnd.Unsubscribe(LevelEnd); }
private void OnDisable() { _onRestart.Unsubscribe(Restart); }
private void OnDisable() { _levelProgress.onValueChanged -= UpdateLevelProgressBar; _onLevelSuccess.Unsubscribe(Hide); }
protected override void OnDisable() { base.OnDisable(); _onRestart.Unsubscribe(Restart); }
private void OnDisable() { _onPlayerAttackBegin.Unsubscribe(SlowDownAnimation); _onPlayerAttackEnd.Unsubscribe(FasterAnimation); }