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feat: controller support #39
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2994d61
add controller UI navigation/submit
JoshuaMoelans 4dc3762
fix double pause menu
JoshuaMoelans 851e6b1
pause UI navigation
JoshuaMoelans e425568
show directional arrow for gamepad
JoshuaMoelans f2df7a6
prevent UI bleed
JoshuaMoelans cf33ec9
update xbox controller pause button
JoshuaMoelans 25bf3a7
pause for switch controller
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,19 +1,22 @@ | ||
| using UnityEngine; | ||
| using UnityEngine.InputSystem; | ||
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||
| public class Arrow : MonoBehaviour | ||
| { | ||
| [SerializeField] private bool _forceEnable; | ||
|
|
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| private void Awake() | ||
| { | ||
| if (_forceEnable) | ||
| { | ||
| return; | ||
| } | ||
|
|
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| if (Application.platform != RuntimePlatform.Android && | ||
| Application.platform != RuntimePlatform.IPhonePlayer) | ||
| { | ||
| gameObject.SetActive(false); | ||
| } | ||
|
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| // Show arrow on mobile platforms or when a gamepad is connected | ||
| bool shouldShowArrow = Application.platform == RuntimePlatform.Android || | ||
| Application.platform == RuntimePlatform.IPhonePlayer || | ||
| Gamepad.current != null; | ||
|
|
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| gameObject.SetActive(shouldShowArrow); | ||
| } | ||
| } | ||
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Bug: The arrow's visibility is set once in
Awake()based on gamepad presence and never updates, causing the UI to be missing if a controller is connected mid-game.Severity: MEDIUM
Suggested Fix
To ensure the arrow's visibility reflects the current input device, subscribe to the
InputSystem.onDeviceChangeevent. In the event handler, check for gamepad presence and update the arrow's active state accordingly. Remember to unsubscribe from the event inOnDestroy()to prevent memory leaks. Alternatively, move the check into theUpdate()method for continuous polling.Prompt for AI Agent
Did we get this right? 👍 / 👎 to inform future reviews.
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true, also thought about this while adding the one-time-check; but since we're gonna run the demo on handheld consoles, if the controller disconnects that must mean the console itself was destroyed.. IMO this is not something we need to fix right away, but can be opened as a new issue to show we're aware of this.