Game Scene Split up

This commit is contained in:
2026-06-04 13:45:46 -07:00
parent dbc4a92a86
commit 16b01bec38
49 changed files with 11976 additions and 188 deletions
@@ -12,10 +12,19 @@ namespace ProjectM.Client
/// <summary>Active scheme (<see cref="ProjectM.Simulation.InputSchemeId"/>): 0 = mouse/keyboard, 1 = gamepad.</summary>
public static byte Scheme;
/// <summary>When true, <see cref="AimReticleSystem"/> keeps the OS cursor VISIBLE even while aiming (the
/// editor-only DebugOverlay sets this so its IMGUI buttons stay clickable). Non-#if so the reticle system
/// can read it in any build; nothing sets it outside the editor.</summary>
public static bool ForceCursorVisible;
// Static fields can survive editor domain reloads (fast enter-play-mode); reset on every play-enter so a
// stale gamepad value from a prior session can't briefly hide the cursor / show the world reticle before
// the input gather republishes the real scheme.
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => Scheme = ProjectM.Simulation.InputSchemeId.KeyboardMouse;
static void ResetOnEnterPlayMode()
{
Scheme = ProjectM.Simulation.InputSchemeId.KeyboardMouse;
ForceCursorVisible = false;
}
}
}