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Alternate Control Styles Support (#554)
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
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@ -25,8 +25,6 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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private string soundText;
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private Minigame.Eligible e = new Minigame.Eligible();
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private CatchyTune game;
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private float beatLength = 4f;
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@ -35,8 +33,6 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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game = CatchyTune.instance;
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e.gameObject = this.gameObject;
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var cond = Conductor.instance;
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var tempo = cond.songBpm;
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var playbackSpeed = cond.musicSource.pitch;
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@ -70,20 +66,19 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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soundText += "Orange";
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}
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game.ScheduleInput(startBeat, beatLength, side ? InputType.STANDARD_DOWN : InputType.DIRECTION_DOWN,
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game.ScheduleInput(startBeat, beatLength, side ? CatchyTune.InputAction_Right : CatchyTune.InputAction_Left,
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CatchFruit, Miss, WayOff);
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}
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// minenice: note - needs PlayerActionEvent implementation
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private void Update()
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{
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if (barelyStart > 0f)
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{
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anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f);
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anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f, clamp: true);
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}
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else
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else
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{
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f));
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f), clamp: true);
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}
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}
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@ -142,7 +137,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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//near miss (barely)
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barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
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game.catchBarely(side);
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// play near miss animation
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@ -154,7 +149,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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});
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}
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else
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else
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{
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SoundByte.PlayOneShotGame(soundText + "Catch");
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game.catchSuccess(side, isPineapple, smile, startBeat + beatLength, endSmile);
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@ -172,6 +167,6 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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});
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}
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private void WayOff(PlayerActionEvent caller) {} // whiffing is handled in the main loop
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private void WayOff(PlayerActionEvent caller) { } // whiffing is handled in the main loop
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}
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}
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