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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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@ -82,11 +82,11 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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break;
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}
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat, 2f, SamuraiSliceNtr.InputAction_AltDown, LaunchSuccess, LaunchMiss, LaunchThrough);
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//autoplay: launch anim
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 2f, SamuraiSliceNtr.InputAction_AltDown, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat, 1.75f, SamuraiSliceNtr.InputAction_AltUp, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.InCurve;
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (360f * (float) startBeat));
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@ -206,8 +206,8 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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if (flyProg == 2)
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{
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough);
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 4f, 2f, SamuraiSliceNtr.InputAction_FlickPress, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 4f, 2f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough);
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 1f/4);
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@ -215,10 +215,10 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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else
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{
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flyProg = 2;
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, LaunchSuccess, LaunchMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_ALT_DOWN, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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launchProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, SamuraiSliceNtr.InputAction_AltDown, LaunchSuccess, LaunchMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, SamuraiSliceNtr.InputAction_AltDown, DoLaunchAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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//autoplay: unstep
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, InputType.STANDARD_ALT_UP, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 1.75f, SamuraiSliceNtr.InputAction_AltUp, DoUnStepAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = null;
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SoundByte.PlayOneShotGame("samuraiSliceNtr/holy_mackerel" + UnityEngine.Random.Range(1, 4), pitch: UnityEngine.Random.Range(0.95f, 1.05f), volume: 0.8f);
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@ -226,14 +226,14 @@ namespace HeavenStudio.Games.Scripts_NtrSamurai
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break;
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case (int) SamuraiSliceNtr.ObjectType.Demon:
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 4f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchHighCurve;
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break;
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default:
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flyProg = 1;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, InputType.STANDARD_DOWN, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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hitProg = SamuraiSliceNtr.instance.ScheduleInput(startBeat + 2f, 2f, SamuraiSliceNtr.InputAction_FlickPress, HitSuccess, HitMiss, LaunchThrough);
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SamuraiSliceNtr.instance.ScheduleAutoplayInput(startBeat + 2f, 2f, SamuraiSliceNtr.InputAction_FlickPress, DoSliceAutoplay, LaunchThrough, LaunchThrough).countsForAccuracy = false;
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currentCurve = SamuraiSliceNtr.instance.LaunchCurve;
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break;
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}
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