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

@ -63,12 +63,12 @@ namespace HeavenStudio.Games.Scripts_CropStomp
{
if (GameManager.instance.currentGame == "cropStomp")
{
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
stomp.countsForAccuracy = false;
}
}
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN))
if (PlayerInput.GetIsAction(CropStomp.InputAction_BasicPress) && !game.IsExpectingInputNow(CropStomp.InputAction_BasicPress))
{
game.bodyAnim.Play("Crouch", 0, 0);
}
@ -125,7 +125,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
// REMARK: does not count for performance
nextStompBeat += 2f;
stomp?.Disable();
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
stomp.countsForAccuracy = false;
}
@ -148,7 +148,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
}
nextStompBeat += 2f;
stomp?.Disable();
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, InputType.STANDARD_DOWN, Just, Miss, Out);
stomp = game.ScheduleUserInput(nextStompBeat - 1f, 1f, CropStomp.InputAction_BasicPress, Just, Miss, Out);
stomp.countsForAccuracy = false;
}
}