commented gamepad fallback on disconnect
parent
635a2ea959
commit
931ec61f87
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@ -257,18 +257,22 @@ export class InputsController {
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// If we don't do that, we have no way to determine if the gamepad is connected or not.
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// We want to know that because we want to hide it in the selection menu of gamepad to use
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this.disconnectedGamepads.push(thisGamepad.id);
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// we look for gamepads still connected by substracting the 2 arrays
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const gamepadsLeft = this.gamepads.filter(g => !this.disconnectedGamepads.includes(g.id)).map(g => g);
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/** commented for now this code because i don't know anymore if it's good to do that
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* for example i'm playing with a wireless gamepad that shutdown after 5 min
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* i don't want my game to use my second controller when i turn back on my main gamepad
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* we look for gamepads still connected by substracting the 2 arrays
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*/
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// const gamepadsLeft = this.gamepads.filter(g => !this.disconnectedGamepads.includes(g.id)).map(g => g);
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// we check if the chosen gamepad is still connected
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const chosenIsConnected = gamepadsLeft.some(g => g.id === this.chosenGamepad);
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// const chosenIsConnected = gamepadsLeft.some(g => g.id === this.chosenGamepad);
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// if the chosen gamepad is disconnected, and we got others gamepad connected
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if (!chosenIsConnected && gamepadsLeft?.length) {
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// if (!chosenIsConnected && gamepadsLeft?.length) {
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// We remove the previously chosen gamepad
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this.clearChosenGamepad();
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// this.clearChosenGamepad();
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// and we set the first of the gamepad still connected as the chosen one.
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this.setChosenGamepad(gamepadsLeft[0].id);
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return;
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}
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// this.setChosenGamepad(gamepadsLeft[0].id);
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// return;
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// }
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}
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onReconnect(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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