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

@ -1,4 +1,5 @@
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
@ -38,17 +39,26 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
queuePrepare = double.MaxValue;
}
}
if (isActive && player)
{
if (PlayerInput.Pressed() && !game.IsExpectingInputNow(InputType.STANDARD_DOWN)) {
if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicPress) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicPress))
{
OctoAction("Squeeze");
SoundByte.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
if (PlayerInput.PressedUp() && !game.IsExpectingInputNow(InputType.STANDARD_UP)) {
OctoAction(PlayerInput.Pressing(true) ? "Pop" : "Release");
if (PlayerInput.GetIsAction(OctopusMachine.InputAction_BasicRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_BasicRelease))
{
OctoAction("Release");
SoundByte.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
else if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch
&& PlayerInput.GetIsAction(OctopusMachine.InputAction_FlickRelease) && !game.IsExpectingInputNow(OctopusMachine.InputAction_FlickRelease))
{
OctoAction("Pop");
SoundByte.PlayOneShotGame("nearMiss");
game.hasMissed = true;
}
@ -66,7 +76,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
&& !anim.IsPlayingAnimationName("Pop")
&& !isPreparing
&& !isSqueezed
&& !cantBop )
&& !cantBop)
{
PlayAnimation(game.bopStatus);
}
@ -75,7 +85,8 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
public void PlayAnimation(int whichBop)
{
if (whichBop == 2 && player) whichBop = 3;
anim.DoScaledAnimationAsync(whichBop switch {
anim.DoScaledAnimationAsync(whichBop switch
{
0 => "Bop",
1 => "Happy",
2 => "Angry",
@ -110,7 +121,7 @@ namespace HeavenStudio.Games.Scripts_OctopusMachine
queuePrepare = double.MaxValue;
}
public void AnimationColor(int poppingColor)
public void AnimationColor(int poppingColor)
{
foreach (var sprite in sr) sprite.material.SetColor("_ColorAlpha", (poppingColor == 0 ? OctopusMachine.octopodesColor : OctopusMachine.octopodesSqueezedColor));
if (poppingColor == 1) isSqueezed = true;