Add pause functionality validation in scene document
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@@ -239,6 +239,7 @@ import {
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PLAYER_START_GAMEPAD_BINDINGS,
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PLAYER_START_LOCOMOTION_ACTIONS,
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PLAYER_START_MOVEMENT_ACTIONS,
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PLAYER_START_SYSTEM_ACTIONS,
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PLAYER_START_NAVIGATION_MODES,
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DEFAULT_SPOT_LIGHT_ANGLE_DEGREES,
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DEFAULT_SPOT_LIGHT_COLOR_HEX,
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@@ -279,6 +280,7 @@ import {
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type PlayerStartKeyboardBindingCode,
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type PlayerStartLocomotionAction,
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type PlayerStartMovementAction,
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type PlayerStartSystemAction,
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type PlayerStartMovementTemplate,
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type PlayerStartNavigationMode,
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type EntityInstance,
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@@ -543,6 +545,8 @@ function getPlayerStartInputActionLabel(
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return "Sprint";
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case "crouch":
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return "Crouch";
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case "pauseTime":
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return "Pause";
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}
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}
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@@ -616,6 +620,8 @@ function formatPlayerStartGamepadActionBindingLabel(
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return "West Button";
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case "buttonNorth":
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return "North Button";
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case "buttonMenu":
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return "Menu / Start";
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case "leftShoulder":
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return "Left Shoulder";
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case "rightShoulder":
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@@ -2024,6 +2024,19 @@ function validatePlayerStartEntity(
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);
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}
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if (
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!isPlayerStartKeyboardBindingCode(entity.inputBindings?.keyboard.pauseTime)
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) {
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diagnostics.push(
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createDiagnostic(
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"error",
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"invalid-player-start-pause-keyboard-binding",
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"Player Start pause keyboard binding must be a supported key code.",
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`${path}.inputBindings.keyboard.pauseTime`
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)
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);
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}
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if (!isPlayerStartGamepadBinding(entity.inputBindings?.gamepad.moveForward)) {
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diagnostics.push(
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createDiagnostic(
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@@ -2107,6 +2120,19 @@ function validatePlayerStartEntity(
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);
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}
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if (
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!isPlayerStartGamepadActionBinding(entity.inputBindings?.gamepad.pauseTime)
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) {
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diagnostics.push(
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createDiagnostic(
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"error",
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"invalid-player-start-pause-gamepad-binding",
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"Player Start pause gamepad binding must be a supported standard-gamepad action input.",
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`${path}.inputBindings.gamepad.pauseTime`
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)
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);
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}
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if (
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!isPlayerStartGamepadCameraLookBinding(
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entity.inputBindings?.gamepad.cameraLook
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