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removed the selected device in the storage, allowing changing main gamepad with a refresh
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@ -136,9 +136,6 @@ export class InputsController {
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init(): void {
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this.events = this.scene.game.events;
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if (localStorage.hasOwnProperty('selectedDevice')) {
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this.selectedDevice = JSON.parse(localStorage.getItem('selectedDevice'));
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}
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this.scene.game.events.on(Phaser.Core.Events.BLUR, () => {
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this.loseFocus()
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})
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@ -275,7 +272,6 @@ export class InputsController {
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initChosenGamepad(gamepadName?: String): void {
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if (gamepadName)
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this.selectedDevice[Device.GAMEPAD] = gamepadName.toLowerCase();
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localStorage.setItem('selectedDevice', JSON.stringify(this.selectedDevice));
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const handler = this.scene.ui?.handlers[Mode.SETTINGS_GAMEPAD] as SettingsGamepadUiHandler;
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handler && handler.updateChosenGamepadDisplay()
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}
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@ -288,7 +284,6 @@ export class InputsController {
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initChosenLayoutKeyboard(layoutKeyboard?: String): void {
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if (layoutKeyboard)
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this.selectedDevice[Device.KEYBOARD] = layoutKeyboard.toLowerCase();
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localStorage.setItem('selectedDevice', JSON.stringify(this.selectedDevice));
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const handler = this.scene.ui?.handlers[Mode.SETTINGS_KEYBOARD] as SettingsKeyboardUiHandler;
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handler && handler.updateChosenKeyboardDisplay()
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}
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@ -325,7 +320,6 @@ export class InputsController {
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* @param thisGamepad The gamepad that is being set up.
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*/
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setupGamepad(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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this.lastSource = 'gamepad';
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const allGamepads = this.getGamepadsName();
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for (const gamepad of allGamepads) {
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const gamepadID = gamepad.toLowerCase();
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@ -336,7 +330,7 @@ export class InputsController {
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this.configs[gamepadID] = config;
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this.scene.gameData?.saveMappingConfigs(gamepadID, this.configs[gamepadID]);
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}
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this.initChosenGamepad(this.selectedDevice[Device.GAMEPAD])
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this.lastSource = 'gamepad';
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}
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/**
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