mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 15:17:36 +02:00
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:
@ -1,4 +1,5 @@
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@ -71,7 +72,7 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 4f,
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resizable = true
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},
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new GameAction("bop", "Bop")
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new GameAction("bop", "Bop")
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{
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function = delegate {var e = eventCaller.currentEntity; FlipperFlop.instance.Bop(e.beat, e.length, e["whoBops"], e["whoBopsAuto"]); },
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resizable = true,
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@ -97,9 +98,9 @@ namespace HeavenStudio.Games.Loaders
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defaultLength = 0.5f
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}
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},
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new List<string>() {"ntr", "keep"},
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new List<string>() { "ntr", "keep" },
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"rvlseal", "en",
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new List<string>() {"en"}
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new List<string>() { "en" }
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);
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}
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}
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@ -132,6 +133,7 @@ namespace HeavenStudio.Games
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float lastCameraXPos;
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float currentCameraXPos;
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bool isWalking;
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bool readyRoll;
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public GameEvent bop = new GameEvent();
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bool goBopFlip;
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bool goBopTuck;
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@ -182,6 +184,34 @@ namespace HeavenStudio.Games
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}
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public static FlipperFlop instance;
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const int IAAltDownCat = IAMAXCAT;
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protected static bool IA_TouchPress(out double dt)
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{
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return PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
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&& (instance.IsExpectingInputNow(InputAction_Nrm) || !(instance.IsExpectingInputNow(InputAction_Alt) || instance.readyRoll));
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}
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protected static bool IA_PadAltPress(out double dt)
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{
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return PlayerInput.GetPadDown(InputController.ActionsPad.South, out dt);
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}
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protected static bool IA_BatonAltPress(out double dt)
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{
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return PlayerInput.GetSqueezeDown(out dt);
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}
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protected static bool IA_TouchAltPress(out double dt)
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{
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return PlayerInput.GetSlide(out dt);
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}
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public static PlayerInput.InputAction InputAction_Alt =
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new("RvlSealAlt", new int[] { IAAltDownCat, IAAltDownCat, IAAltDownCat },
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IA_PadAltPress, IA_TouchAltPress, IA_BatonAltPress);
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public static PlayerInput.InputAction InputAction_Nrm =
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new("RvlSealNrm", new int[] { IAPressCat, IAPressCat, IAPressCat },
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IA_PadBasicPress, IA_TouchPress, IA_BatonBasicPress);
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void Awake()
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{
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instance = this;
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@ -203,7 +233,7 @@ namespace HeavenStudio.Games
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private void Update()
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{
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var cond = Conductor.instance;
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if(cond.isPlaying && !cond.isPaused)
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if (cond.isPlaying && !cond.isPaused)
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{
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1))
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{
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@ -221,14 +251,14 @@ namespace HeavenStudio.Games
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isWalking = false;
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}
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}
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if ((PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN)) || (PlayerInput.AltPressed() && !IsExpectingInputNow(InputType.STANDARD_ALT_DOWN)))
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if ((PlayerInput.GetIsAction(InputAction_Nrm) && !IsExpectingInputNow(InputAction_Nrm)) || (PlayerInput.GetIsAction(InputAction_Alt) && !IsExpectingInputNow(InputAction_Alt)))
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{
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flipperPlayer.Flip(false, false, false, true);
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}
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if (queuedInputs.Count > 0)
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{
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foreach (var input in queuedInputs)
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{
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foreach (var input in queuedInputs)
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{
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QueueFlips(input.beat, input.length, input.roll, input.uh, input.thatsIt, input.appreciation, input.heart, input.thatsItBarberShop);
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}
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queuedInputs.Clear();
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@ -301,7 +331,7 @@ namespace HeavenStudio.Games
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public void ToggleTuck()
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{
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captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.active);
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captainTuckAnim.gameObject.SetActive(!captainTuckAnim.gameObject.activeSelf);
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}
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public void BumpIntoOtherSeal(bool toTheLeft)
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@ -408,11 +438,12 @@ namespace HeavenStudio.Games
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{
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if (roll)
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{
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ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_ALT_DOWN, JustFlipperRoll, MissFlipperRoll, Nothing);
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ScheduleInput(beat - 1, 1 + i, InputAction_Alt, JustFlipperRoll, MissFlipperRoll, Nothing);
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queuedMovements.Add(beat + i);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i - 0.5f, delegate { moveLeft = flippers[0].left;})
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new BeatAction.Action(beat + i - NgEarlyTime() - 1.5, delegate { readyRoll = true; }),
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new BeatAction.Action(beat + i - 0.5, delegate { moveLeft = flippers[0].left; readyRoll = true; }),
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});
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foreach (var flipper in flippers)
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{
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@ -469,9 +500,9 @@ namespace HeavenStudio.Games
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SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit1");
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captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
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}),
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new BeatAction.Action(beat + i, delegate
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{
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SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
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new BeatAction.Action(beat + i, delegate
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{
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SoundByte.PlayOneShotGame("flipperFlop/appreciation/thatsit2");
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captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
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SoundByte.PlayOneShotGame(soundToPlay);
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captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f);
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@ -500,7 +531,7 @@ namespace HeavenStudio.Games
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}
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CaptainTuckBop();
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SoundByte.PlayOneShotGame(voiceLine);
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SoundByte.PlayOneShotGame(voiceLine);
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}),
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});
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}
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@ -556,7 +587,11 @@ namespace HeavenStudio.Games
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}
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else
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{
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ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat - 1, 1 + i, InputAction_Nrm, JustFlip, MissFlip, Nothing);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i - NgEarlyTime() - 1, delegate { readyRoll = false; }),
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});
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foreach (var flipper in flippers)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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@ -566,6 +601,13 @@ namespace HeavenStudio.Games
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}
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}
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}
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if (roll)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length + NgLateTime() - 1, delegate { readyRoll = false; }),
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});
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}
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if (uh > 0 && flopCount != 4)
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{
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for (int i = 0; i < uh; i++)
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@ -579,7 +621,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + length + i, delegate {
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string voiceLineToPlay = voiceLine;
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string failVoiceLineToPlay = failVoiceLine;
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if (missed)
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if (missed)
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{
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voiceLineToPlay = failVoiceLineToPlay;
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currentCaptainBop = CaptainTuckBopType.Miss;
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@ -592,14 +634,14 @@ namespace HeavenStudio.Games
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}
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CaptainTuckBop();
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SoundByte.PlayOneShotGame(voiceLineToPlay);
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SoundByte.PlayOneShotGame(voiceLineToPlay);
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}),
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});
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + length + uh, delegate
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{
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new BeatAction.Action(beat + length + uh, delegate
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{
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AppreciationVoiceLine(beat + length + uh, appreciation, heart);
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if (!missed && appreciation != (int)AppreciationType.None)
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{
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@ -611,7 +653,7 @@ namespace HeavenStudio.Games
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captainTuckFaceAnim.Play("CaptainTuckNeutralExpression", 0, 0);
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}
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CaptainTuckBop();
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missed = false;
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missed = false;
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}),
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new BeatAction.Action(beat + length + uh + 1f, delegate
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{
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@ -765,9 +807,9 @@ namespace HeavenStudio.Games
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new MultiSound.Sound("flipperFlop/ding", beat + 1f),
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}, forcePlay: true);
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ScheduleInput(beat, 2, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat, 2.5f, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat, 3, InputType.STANDARD_DOWN, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat, 2, InputAction_Nrm, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat, 2.5f, InputAction_Nrm, JustFlip, MissFlip, Nothing);
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ScheduleInput(beat, 3, InputAction_Nrm, JustFlip, MissFlip, Nothing);
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foreach (var flipper in flippers)
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{
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BeatAction.New(instance, new List<BeatAction.Action>()
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@ -779,6 +821,7 @@ namespace HeavenStudio.Games
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}
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + 3 - NgEarlyTime(), delegate {readyRoll = false; }),
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new BeatAction.Action(beat + 2, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
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new BeatAction.Action(beat + 3, delegate {captainTuckAnim.DoScaledAnimationAsync("CaptainBop", 0.5f); }),
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});
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@ -823,9 +866,9 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat - 0.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
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new BeatAction.Action(beat, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
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new BeatAction.Action(beat + 0.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.0625f); }),
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new BeatAction.Action(beat + 2f, delegate
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{
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captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
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new BeatAction.Action(beat + 2f, delegate
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{
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captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f);
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if (remix5)
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{
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foreach (var flipper in flippers)
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@ -837,7 +880,7 @@ namespace HeavenStudio.Games
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}),
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new BeatAction.Action(beat + 2.25f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
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new BeatAction.Action(beat + 2.5f, delegate { captainTuckFaceAnim.DoScaledAnimationAsync("CaptainTuckSpeakExpression", 0.5f); }),
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new BeatAction.Action(beat + 3f, delegate
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new BeatAction.Action(beat + 3f, delegate
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{
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if (remix5) return;
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foreach (var flipper in flippers)
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@ -1082,6 +1125,6 @@ namespace HeavenStudio.Games
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missed = true;
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}
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public void Nothing(PlayerActionEvent caller) {}
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public void Nothing(PlayerActionEvent caller) { }
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}
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}
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