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