void DestroyOnRope() { if (OnRope.rope != null) { FFMessageBoard <RopeChange> .Disconnect(OnRopeChange, OnRope.rope.gameObject); } }
private void OnDestroy() { FFMessageBoard <UseBegin> .Disconnect(OnUseBegin, gameObject); FFMessageBoard <Using> .Disconnect(OnUsing, gameObject); FFMessageBoard <QueryUsable> .Disconnect(OnQueryUsable, gameObject); }
void OnDestroy() { FFMessageBoard <ApplyHealthEvent> .Disconnect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Disconnect(OnHealthEmpty, gameObject); FFMessageBoard <ExHealth> .Disconnect(OnServerUpdate, gameObject); FFMessage <FFNetEvents.ClientConnectedEvent> .Disconnect(OnClientConnected); }
void OnDestroy() { // Events FFMessageBoard <ExPlayerMoveAction> .Disconnect(OnPlayerMoveAction, gameObject); FFMessageBoard <ExPlayerFireAction> .Disconnect(OnPlayerFireAction, gameObject); FFMessageBoard <ExPlayerPositionUpdate> .Disconnect(OnPlayerPositionUpdate, gameObject); FFMessage <FFLocalEvents.UpdateEvent> .Disconnect(OnUpdateEvent); }
private void OnDestroy() { FFMessageBoard <ConfigurePopup> .Disconnect(OnConfiurePopup, gameObject); FFMessageBoard <PlayerInteract.LookingAt> .Disconnect(OnLookAt, gameObject); FFMessageBoard <PlayerInteract.LookingAway> .Disconnect(OnLookAway, gameObject); FFMessageBoard <PlayerInteract.Looking> .Disconnect(OnLooking, gameObject); FFMessageBoard <PlayerInteract.Use> .Disconnect(OnUse, gameObject); }
private void OnDestroy() { FFMessageBoard <PlayerInteract.Use> .Disconnect(OnUse, gameObject); }
private void OnDestroy() { FFMessageBoard <ActivateUsableObject> .Disconnect(OnActivate, gameObject); }
void OnDestroy() { FFMessageBoard <ActivateEnemiesEvent> .Disconnect(activate, gameObject); FFMessageBoard <DeactivateEnemiesEvent> .Disconnect(deactivate, gameObject); }
private void OnDestroy() { FFMessageBoard <UseCompleted> .Disconnect(OnUseCompleted, gameObject); }
private void OnDestroy() { FFMessageBoard <GiveCoins> .Disconnect(OnGiveCoin, gameObject); FFMessageBoard <GiveObject> .Disconnect(OnGiveObject, gameObject); }