Refactor pointer lock handling and navigation state logic

This commit is contained in:
2026-04-27 18:42:12 +02:00
parent f165717289
commit c443db3006
6 changed files with 15 additions and 116 deletions

View File

@@ -969,56 +969,13 @@ export class RuntimeHost {
this.runtimeMessageHandler?.(message);
},
setPlayerControllerTelemetry: (telemetry) => {
const pointerLockReleasedWithEscapeTargetClear =
this.currentPlayerControllerTelemetry?.pointerLocked === true &&
telemetry !== null &&
telemetry.pointerLocked === false &&
this.activeController === this.thirdPersonController &&
this.activeRuntimeTargetReference !== null &&
this.resolveRuntimePlayerInputBindings().keyboard.clearTarget ===
"Escape";
this.currentPlayerControllerTelemetry = telemetry;
this.currentPlayerAudioHooks = telemetry?.hooks.audio ?? null;
if (pointerLockReleasedWithEscapeTargetClear) {
this.clearActiveRuntimeTarget();
this.requestRuntimePointerLock();
}
this.playerControllerTelemetryHandler?.(telemetry);
}
};
}
private requestRuntimePointerLock() {
if (
document.pointerLockElement === this.domElement ||
(this.activeController !== this.firstPersonController &&
this.activeController !== this.thirdPersonController)
) {
return;
}
const pointerLockCapableElement = this.domElement as HTMLCanvasElement & {
requestPointerLock?: () => void | Promise<void>;
};
if (typeof pointerLockCapableElement.requestPointerLock !== "function") {
return;
}
try {
const pointerLockResult = pointerLockCapableElement.requestPointerLock();
if (pointerLockResult instanceof Promise) {
pointerLockResult.catch(() => {});
}
} catch {
// Browser Escape handling can reject immediate recapture; clearing wins.
}
}
private resolvePlayerVolumeState(feetPosition: {
x: number;
y: number;