示例#1
0
        private void OnDisable()
        {
            BreathingManager.Instance.OnBreathingChange -= OnBreathingChange;

            _playerInput.Disable();

            _playerInput.Interaction.Fire.performed     -= OnFire;
            _playerInput.Interaction.Interact.performed -= OnInteract;
            _playerInput.Movement.Jump.performed        -= OnJump;
        }
示例#2
0
 private void OnApplicationFocus(bool focus)
 {
     if (focus && enabled)
     {
         inputActions.Enable();
     }
     else
     {
         inputActions.Disable();
     }
 }
示例#3
0
    void SwitchActionMap(InputActionMap actionMap, bool isUIInput)
    {
        inputActions.Disable();
        actionMap.Enable();

        if (isUIInput)
        {
            Cursor.visible   = true;
            Cursor.lockState = CursorLockMode.None;
        }
        else
        {
            Cursor.visible   = false;
            Cursor.lockState = CursorLockMode.Locked;
        }
    }
 public void DisablePlayerInput()
 {
     DisableMovement();
     inputActions.PlayerControls.Drill.performed -= DrillPerformed;
     inputActions.PlayerControls.Drill.canceled  -= DrillCanceled;
     Reset();
     inputActions.Disable();
 }
    private void OnDisable()
    {
        // Clean up subcribed inputs
        InputActions.Player.Movement.canceled      -= OnMovement;
        InputActions.Player.CursorControl.canceled -= OnCursor;

        InputActions.Disable();
    }
示例#6
0
 public void DisableDialogue()
 {
     OnDialogueDisabled(_conversation.id);
     _input.Disable();
     _onGoingDialogue          = false;
     UIManager.Instance.paused = false;
     dialogueImage.gameObject.SetActive(false);
 }
示例#7
0
 protected void OnDisable()
 {
     TutorialIsActive = false;
     inputActions.Disable();
     if (GameManager.Instance.CountdownObject != null)
     {
         GameManager.Instance.CountdownObject.SetActive(true);
     }
 }
示例#8
0
    private void OnDisable()
    {
        controls.PlayerCharacter.cmdOn.performed      -= HandleCmdOn;
        controls.PlayerCharacter.cmdOff.performed     -= HandleCmdOff;
        controls.PlayerCharacter.ExecuteCom.performed -= HandleExecuteCom;

        controls.PlayerCharacter.Move.performed -= HandleMove => moveInput = HandleMove.ReadValue <Vector2>();
        controls.PlayerCharacter.Move.canceled  -= HandleMove => moveInput = Vector2.zero;


        controls.PlayerCharacter.Jump.performed -= HandleJump;
        controls.Disable();
    }
    protected override void OnStopRunning()
    {
        base.OnStartRunning();

        InputActions.Disable();
    }
示例#10
0
 protected void OnDisable()
 {
     GameInput.Disable();
 }
 private void OnDisable() => _inputHandle.Disable();
示例#12
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 private void OnDisable()
 {
     inputActions.Disable();
     inputActions.Dispose();
 }
示例#13
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 protected void OnDisable()
 {
     inputActions?.Disable();
 }
示例#14
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 private void OnDisable()
 {
     _input.Disable();
 }
示例#15
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 void OnDisable()
 {
     m_Controls.Disable();
 }
示例#16
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 void Disable() => inputActions.Disable();
示例#17
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 protected override void OnStopRunning()
 {
     _input.Disable();
 }
示例#18
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        private void OnDisable()
        {
            InputSystem.onDeviceChange -= OnDeviceChanged;

            InputActions.Disable();
        }
 private void OnDisable()
 {
     playerInput.Disable();
 }
示例#20
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 private void OnDisable()
 {
     base.OnDisable();
     InputActions.Disable();
 }
 private void OnDisable() => _inputs.Disable();
示例#22
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 // Diables the controls when the player is not active
 private void OnDisable()
 {
     controls.Disable();
 }
 void OnDisable()
 {
     _inputActions.Disable();
 }
示例#24
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 protected override void Finalization()
 {
     base.Finalization();
     _actions.Disable();
 }
 protected override void OnStopRunning() => m_InputActions.Disable();
 private void OnDisable() => m_InputMapping.Disable();
 private void OnDisable()
 {
     inputs.Disable();
 }
示例#28
0
 private void OnDisable() => _inputActions.Disable();
示例#29
0
 private void OnDisable()
 {
     inputActions?.Disable();
 }
示例#30
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 void OnDisabled()
 {
     controls.Disable();
 }