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- Create InputControlManager singleton for centralized ship controls and pointer selection management - Last-wins behavior for state changes - Mutually exclusive ship controls and VR pointer selection - Observable events for state changes with requester tracking - Enables debugging and prevents conflicts between UI components - Refactor Ship class to use InputControlManager - Remove disableControls() and enableControls() methods - Register input systems with InputControlManager on initialization - Simplify control state management throughout ship lifecycle - Update StatusScreen to use InputControlManager - Remove manual pointer selection enable/disable methods - Delegate control management to InputControlManager - Automatic laser pointer enabling when screen shows - Update Level1 mission brief to use InputControlManager - Consistent control management for mission brief display - Proper pointer selection during mission brief interaction - Fix controller input trigger blocking bug - Triggers now properly blocked when controls disabled - Prevents shooting when status screen or mission brief is visible - Only X-button (status screen toggle) allowed when disabled - Add START MISSION button to mission brief - Replace "Pull trigger to start" text with clickable button - Green styled button matching StatusScreen design - Works with VR laser pointer interaction - Trigger pull still works as fallback 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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| asteroid.blend | ||
| asteroid.jpg | ||
| baked.jpg | ||
| base2.blend | ||
| base2.blend1 | ||
| base.blend | ||
| base.blend1 | ||
| explosion.aup3 | ||
| ship.blend | ||
| ship.blend1 | ||
| shiplights.jpg | ||
| test.jpg | ||