Fix mission brief trigger by using InputControlManager state
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Build / build (push) Successful in 1m45s
- Use InputControlManager.shipControlsEnabled instead of local flag - Remove unused _controlsEnabled field from Ship class - Fixes trigger press not dismissing mission brief screen 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -69,8 +69,6 @@ export class Ship {
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// Flag to prevent game end checks until gameplay has started
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// Flag to prevent game end checks until gameplay has started
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private _gameplayStarted: boolean = false;
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private _gameplayStarted: boolean = false;
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// Controls enabled state
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private _controlsEnabled: boolean = true;
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// Scene observer references (for cleanup)
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// Scene observer references (for cleanup)
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private _physicsObserver: any = null;
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private _physicsObserver: any = null;
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@ -696,7 +694,8 @@ export class Ship {
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*/
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*/
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private handleShoot(): void {
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private handleShoot(): void {
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// If controls are disabled, fire mission brief trigger observable instead of shooting
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// If controls are disabled, fire mission brief trigger observable instead of shooting
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if (!this._controlsEnabled) {
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const inputManager = InputControlManager.getInstance();
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if (!inputManager.shipControlsEnabled) {
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log.debug('[Ship] Controls disabled - firing mission brief trigger observable');
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log.debug('[Ship] Controls disabled - firing mission brief trigger observable');
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this._onMissionBriefTriggerObservable.notifyObservers();
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this._onMissionBriefTriggerObservable.notifyObservers();
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return;
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return;
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