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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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@ -419,15 +419,15 @@ namespace HeavenStudio.Games
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var queuedInputs = new List<BeatAction.Action>();
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foreach (var squeeze in queuedSqueezes) {
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queuedInputs.Add(new BeatAction.Action(beat + squeeze, delegate { octopodes[1].OctoAction("Squeeze"); }));
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ScheduleInput(beat, beatInterval + squeeze, InputType.STANDARD_DOWN, SqueezeHit, Miss, Miss);
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ScheduleInput(beat, beatInterval + squeeze, InputAction_BasicPress, SqueezeHit, Miss, Miss);
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}
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foreach (var release in queuedReleases) {
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queuedInputs.Add(new BeatAction.Action(beat + release, delegate { octopodes[1].OctoAction("Release"); }));
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ScheduleInput(beat, beatInterval + release, InputType.STANDARD_UP, ReleaseHit, Miss, Miss);
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ScheduleInput(beat, beatInterval + release, InputAction_BasicRelease, ReleaseHit, Miss, Miss);
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}
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foreach (var pop in queuedPops) {
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queuedInputs.Add(new BeatAction.Action(beat + pop, delegate { octopodes[1].OctoAction("Pop"); }));
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ScheduleInput(beat, beatInterval + pop, InputType.STANDARD_UP, PopHit, Miss, Miss);
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ScheduleInput(beat, beatInterval + pop, InputAction_FlickRelease, PopHit, Miss, Miss);
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}
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queuedSqueezes.Clear();
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queuedReleases.Clear();
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