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

@ -67,7 +67,7 @@ namespace HeavenStudio.Games.Scripts_Fireworks
{
startBeat = beat;
startY = transform.position.y - offSet;
game.ScheduleInput(beat, isSparkler ? 1f : 3f, InputType.STANDARD_DOWN, Just, Out, Out);
game.ScheduleInput(beat, isSparkler ? 1f : 3f, Fireworks.InputAction_BasicPress, Just, Out, Out);
anim.DoScaledAnimationAsync(isSparkler ? "Sparkler" : "Rocket", isSparkler ? 1f : 0.5f);
selectedParticleEffect = particleEffects[explosionToChoose];
}