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
This commit is contained in:
minenice55
2023-10-29 15:44:47 -04:00
committed by GitHub
parent 4afa1f646c
commit 3002e48350
220 changed files with 55447 additions and 8426 deletions

View File

@ -119,6 +119,10 @@ namespace HeavenStudio.Games
public static CropStomp instance;
public static PlayerInput.InputAction InputAction_Flick =
new("NtrStompFlick", new int[] { IAEmptyCat, IAFlickCat, IAEmptyCat },
IA_Empty, IA_TouchFlick, IA_Empty);
private void Awake()
{
instance = this;// Finding grass sprite width for grass scrolling.
@ -302,6 +306,15 @@ namespace HeavenStudio.Games
}
}
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_BasicRelease))
{
bodyAnim.Play("Raise");
}
if (PlayerInput.GetIsAction(InputAction_Flick) && !IsExpectingInputNow(InputAction_FlickRelease))
{
bodyAnim.Play("Pick");
}
if (cameraLocked) return;
// Object scroll.
@ -331,13 +344,6 @@ namespace HeavenStudio.Games
if (!isMarching)
return;
if (PlayerInput.PressedUp())
{
// Don't play raise animation if successfully flicked.
if (!isFlicking)
bodyAnim.Play("Raise");
}
isFlicking = false;
}