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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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@ -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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@ -38,17 +39,26 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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queuePrepare = double.MaxValue;
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}
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}
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if (isActive && player)
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{
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if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
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if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicPress) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicPress))
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{
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OctoAction("Squeeze");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
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OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
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if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicRelease))
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{
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OctoAction("Release");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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else if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch
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&& PlayerInput.GetIsAction(OctopusMachine.InputAction_FlickRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_FlickRelease))
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{
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OctoAction("Pop");
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SoundByte.PlayOneShotGame("nearMiss");
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game.hasMissed = true;
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}
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@ -66,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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&& !anim.IsPlayingAnimationName("Pop")
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&& !isPreparing
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&& !isSqueezed
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&& !cantBop )
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&& !cantBop)
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{
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PlayAnimation(game.bopStatus);
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}
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@ -75,7 +85,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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public void PlayAnimation(int whichBop)
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{
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if (whichBop == 2 && player) whichBop = 3;
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anim.DoScaledAnimationAsync(whichBop switch {
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anim.DoScaledAnimationAsync(whichBop switch
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{
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0 => "Bop",
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1 => "Happy",
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2 => "Angry",
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@ -110,7 +121,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
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queuePrepare = double.MaxValue;
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}
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public void AnimationColor(int poppingColor)
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public void AnimationColor(int poppingColor)
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{
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foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
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if (poppingColor == 1) isSqueezed = true;
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