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

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