void OnDisable( ) { DomainEvents.UnRegister <OnExplosionVFX> (OnExplosionFX); DomainEvents.UnRegister <OnRingVFX> (OnRingFX); DomainEvents.UnRegister <OnStageChange> (OnStageChange); DomainEvents.UnRegister <OnAiming> (OnAiming); }
override public void OnDisable( ) { Control.GamePlay.Move.performed -= OnMoveBtnPerformed; Control.GamePlay.Move.canceled -= OnMoveBtnCanceled; Control.GamePlay.Jump.started -= OnJumpBtnStarted; Control.GamePlay.Jump.canceled -= OnJumpBtnCanceled; DomainEvents.UnRegister <OnSpaceAreaEnter> (OnSpaceAreaEnter); DomainEvents.UnRegister <OnSlideAreaEnter> (OnSlideAreaEnter); }
override public void OnDisable( ) { Control.GamePlay.Dash.started -= OnDashBtnStarted; Control.GamePlay.Dash.canceled -= OnDashBtnCanceled; Control.GamePlay.Jump.started -= OnJumpBtnStarted; Control.GamePlay.Aim.started -= OnAimBtnStarted; Control.GamePlay.Aim.performed -= OnAimBtnPerformed; DomainEvents.UnRegister <OnSpaceAreaEnter> (OnSpaceAreaEnter); }
void OnDisable( ) { player.Dash.Aim -= OnDashPrepare; player.Dash.AimEnded -= OnDashEnded; player.Dash.EnergyChange -= OnEnergyChange; DomainEvents.UnRegister <OnPlayerDead> (OnPlayerDead); DomainEvents.UnRegister <OnStageReset> (OnStageReset); DomainEvents.UnRegister <OnGamePaused> (OnGamePaused); DomainEvents.UnRegister <OnGameResumed> (OnGameResumed); DomainEvents.UnRegister <OnAiming> (OnAiming); GameController gameController = GameObject.FindObjectOfType <GameController> ( ); if (gameController) { gameController.GoalReached -= OnGoalReached; gameController.ElapsedTimeChange -= OnElapsedTimeChange; } }
void OnDisable() { DomainEvents.UnRegister <OnPlayerStatsInit>(HandlePlayerStatsInit); DomainEvents.UnRegister <OnAtkChanged>(HandleAtkChanged); DomainEvents.UnRegister <OnManaChanged>(HandleManaChanged); DomainEvents.UnRegister <OnDefChanged>(HandleDefChanged); DomainEvents.UnRegister <OnEnergyChanged>(HandleEnergyChanged); DomainEvents.UnRegister <OnPlayerHPChanged>(HandlePlayerHPChanged); DomainEvents.UnRegister <OnComboChange>(HandleComboChange); DomainEvents.UnRegister <OnMaxTimeSet>(HandleMaxTimeSet); DomainEvents.UnRegister <OnRemainTimeChanged>(HandleRemainTimeChanged); DomainEvents.UnRegister <OnEnemyHPChanged>(HandleEnemyHPChanged); DomainEvents.UnRegister <OnGameStart>(HandleGameStart); DomainEvents.UnRegister <OnGameEnd>(HandleGameEnd); DomainEvents.UnRegister <OnEnemyGetNewAttack>(HandleEnemyAtkAnimFin); DomainEvents.UnRegister <OnNodeEliminate>(HandleNodeEliminate); DomainEvents.UnRegister <OnGameStateChange>(HandleGameStateChange); //TODO:DomainEvents.UnRegister<OnComboFactorChange>(HandleComboFactorChange); }
void OnDisable() => DomainEvents.UnRegister <OnManaChanged>(HandleManaChanged);
void OnDisable() => DomainEvents.UnRegister <OnEnemyBeAttacked>(HandleEnemyBeAttacked);
void OnDisable() { DomainEvents.UnRegister <OnVFXPlay>(HandleVFXPlay); DomainEvents.UnRegister <OnPlayerVFXPlay>(HandlePlayerVFXPlay); }
void OnDisable( ) { DomainEvents.UnRegister <OnGameStarted> (OnGameStarted); }
void OnDisable() { DomainEvents.UnRegister <OnGameStateChange>(HandleGameStateChange); DomainEvents.UnRegister <OnNodeDragBegin>(HandleNodeDragBegin); DomainEvents.UnRegister <OnNodeDragEnd>(HandleNodeDragEnd); }
void OnDisable() { DomainEvents.UnRegister <OnNodeEliminate>(HandleNodeEliminate); DomainEvents.UnRegister <OnPlayerDead>(HandlePlayerDead); DomainEvents.UnRegister <OnEnemyDead>(HandleEnemyDead); }
void OnDisable( ) { DomainEvents.UnRegister <OnStageChange> (OnStageChange); }
protected virtual void OnDisable( ) { DomainEvents.UnRegister <OnStateChanged> (HandleStateChanged); }