public void Dispose()
    {
        _networkRelay.Unsubscribe(Tags.SpawnAI, HandleSpawnAiNetworkedCharacter);
        _networkRelay.Unsubscribe(Tags.DespawnAI, HandleDespawn);

        _networkRelay.Unsubscribe(Tags.SpawnCharacter, HandleSpawnCharacter);
        _networkRelay.Unsubscribe(Tags.DespawnCharacter, HandleDespawn);
        _networkRelay.Unsubscribe(Tags.PlayerDisconnected, HandleDespawn);
    }
Пример #2
0
 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.WeaponChanged, UpdateWeapon);
     _cycle.OnGameEnded -= ResetData;
 }
 public void Dispose()
 {
     _relay.Unsubscribe(Tags.PlayerJoined, HandlePlayerJoined);
     _relay.Unsubscribe(Tags.PlayerDisconnected, HandlePlayerDisconnected);
     _serverManager.OnServerClosed -= ClearData;
 }
Пример #4
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.SpawnProjectile, HandleMessage);
 }
Пример #5
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 public void Dispose()
 {
     _relay.Unsubscribe(Tags.ChangeScene, ParseChangeSceneMessage);
 }
 public void Dispose()
 {
     _relay.Unsubscribe(Tags.ClientReady, HandleReadyMessage);
 }
Пример #7
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.UpdateLobby, ParseUpdateLobbyMessage);
 }
Пример #8
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.UpdateHealth, HandleMessage);
 }
 public void Dispose()
 {
     _relay.Unsubscribe(Tags.ChangeSceneWithReply, ParseMessage);
 }
Пример #10
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 public void Dispose()
 {
     _relay.Unsubscribe(Tags.LevelGraph, HandleLevelGraphChanged);
 }
Пример #11
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.DisposeCharacter, HandleMessage);
 }
Пример #12
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.PlayerDisconnected, HandleDisconnected);
 }
 public void Dispose()
 {
     _relay.Unsubscribe(Tags.PlayerJoined, HandlePlayerJoined);
     _relay.Unsubscribe(Tags.RequestUpdateLobby, HandleRequestUpdateLobby);
     _relay.Unsubscribe(Tags.IsPlayerReady, HandleIsPlayerReady);
 }
Пример #14
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.DeathRequest, HandleMessage);
 }
 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.SpawnPickup, HandleMessage);
 }
 public void Dispose()
 {
     _relay.Unsubscribe(Tags.PlayerJoined, HandleHostJoined);
 }
 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.AssignItem, AddItem);
     _networkRelay.Unsubscribe(Tags.RemoveItem, RemoveItem);
     _cycle.OnGameEnded -= ResetData;
 }
 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.WeaponChanged, HandleWeaponChanged);
 }
Пример #19
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.AssignItem, HandleMessage);
 }
Пример #20
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.UpdateGameState, UpdateGameEndMessage);
 }
Пример #21
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.TakeDamage, ParseMessage);
 }
Пример #22
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.OpenDoorsMessage, HandleOpenDoors);
     _networkRelay.Unsubscribe(Tags.CloseDoorsMessage, HandleCloseDoors);
 }
Пример #23
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 public void Dispose()
 {
     _networkRelay.Unsubscribe(Tags.RequestSpawnPickup, HandleRequest);
 }