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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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@ -128,6 +128,10 @@ namespace HeavenStudio.Games
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public static DJSchool instance { get; private set; }
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public static PlayerInput.InputAction InputAction_TouchRelease =
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new("NtrDjTouchRelease", new int[] { IAEmptyCat, IAReleaseCat, IAEmptyCat },
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IA_Empty, IA_TouchBasicRelease, IA_Empty);
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private void Awake()
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{
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instance = this;
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@ -250,34 +254,31 @@ namespace HeavenStudio.Games
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lastReportedBeat = Math.Round(Conductor.instance.songPositionInBeatsAsDouble);
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}
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if(PlayerInput.Pressed() && !IsExpectingInputNow() && !student.isHolding) //Start hold miss
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if(PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress) && !student.isHolding) //Start hold miss
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{
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student.OnMissHoldForPlayerInput();
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student.isHolding = true;
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ScoreMiss();
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}
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else if(PlayerInput.PressedUp() && !IsExpectingInputNow() && student.isHolding) //Let go during hold
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else if(((PlayerInput.GetIsAction(InputAction_BasicRelease) && !IsExpectingInputNow(InputAction_FlickRelease))
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|| PlayerInput.GetIsAction(InputAction_TouchRelease))
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&& student.isHolding) //Let go during hold
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{
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student.UnHold();
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shouldBeHolding = false;
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}
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else if (!GameManager.instance.autoplay && shouldBeHolding && !PlayerInput.Pressing() && !IsExpectingInputNow(InputType.STANDARD_UP))
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else if(PlayerInput.GetIsAction(InputAction_FlickRelease) && !IsExpectingInputNow(InputAction_FlickRelease) && student.isHolding) //Flick during hold
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{
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student.OnFlickSwipe();
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shouldBeHolding = false;
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}
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else if (!GameManager.instance.autoplay && shouldBeHolding && !PlayerInput.GetIsAction(InputAction_BasicPressing) && !IsExpectingInputNow(InputAction_FlickRelease))
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{
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student.UnHold();
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shouldBeHolding = false;
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}
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//else if(PlayerInput.PressedUp() && !IsExpectingInputNow() && !student.isHolding)
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//{
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// student.OnMissSwipeForPlayerInput();
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//}
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}
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//public void Bop(float beat, float length)
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//{
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// bop.startBeat = beat;
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// bop.length = length;
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//}
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public void ForceHold()
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{
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student.ForceHold();
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@ -401,7 +402,7 @@ namespace HeavenStudio.Games
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}),
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});
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andStop = true;
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ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, student.OnHitHold, student.OnMissHold, student.OnEmpty);
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ScheduleInput(beat, 2f, InputAction_BasicPress, student.OnHitHold, student.OnMissHold, student.OnEmpty);
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}
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public void AndStop(double beat, bool ooh, bool doSound = true)
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@ -447,7 +448,7 @@ namespace HeavenStudio.Games
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});
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andStop = true;
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ScheduleInput(beat, 1.5f, InputType.STANDARD_DOWN, student.OnHitHold, student.OnMissHold, student.OnEmpty);
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ScheduleInput(beat, 1.5f, InputAction_BasicPress, student.OnHitHold, student.OnMissHold, student.OnEmpty);
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}
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public void ScratchoHey(double beat, int type, bool remix4, bool cheer)
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@ -511,11 +512,11 @@ namespace HeavenStudio.Games
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if (cheer)
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{
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ScheduleInput(beat, timing, InputType.STANDARD_UP, student.OnHitSwipeCheer, student.OnMissSwipe, student.OnEmpty);
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ScheduleInput(beat, timing, InputAction_FlickRelease, student.OnHitSwipeCheer, student.OnMissSwipe, student.OnEmpty);
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}
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else
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{
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ScheduleInput(beat, timing, InputType.STANDARD_UP, student.OnHitSwipe, student.OnMissSwipe, student.OnEmpty);
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ScheduleInput(beat, timing, InputAction_FlickRelease, student.OnHitSwipe, student.OnMissSwipe, student.OnEmpty);
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}
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andStop = false;
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