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

@ -233,7 +233,7 @@ namespace HeavenStudio.Games
}
queuedTaps.Clear();
}
if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress))
{
if (canSpit && !useTutorialMissFace) SoundByte.PlayOneShotGame("tapTroupe/spit", -1, 1, 0.5f);
SoundByte.PlayOneShotGame("tapTroupe/miss");
@ -351,7 +351,7 @@ namespace HeavenStudio.Games
{
for (int i = 0; i < length; i++)
{
TapTroupe.instance.ScheduleInput(beat - 1, 1 + i, InputType.STANDARD_DOWN, TapTroupe.instance.JustStep, TapTroupe.instance.MissStep, TapTroupe.instance.Nothing);
TapTroupe.instance.ScheduleInput(beat - 1, 1 + i, InputAction_BasicPress, TapTroupe.instance.JustStep, TapTroupe.instance.MissStep, TapTroupe.instance.Nothing);
BeatAction.New(instance, new List<BeatAction.Action>()
{
new BeatAction.Action(beat + i, delegate
@ -503,7 +503,7 @@ namespace HeavenStudio.Games
soundsToPlay.Add(new MultiSound.Sound($"tapTroupe/{otherSoundToPlay}", beatToSpawn));
shouldDoSecondBam = secondBam;
secondBam = !secondBam;
ScheduleInput(beatToSpawn - 1, 1f, InputType.STANDARD_DOWN, JustTap, MissTap, Nothing);
ScheduleInput(beatToSpawn - 1, 1f, InputAction_BasicPress, JustTap, MissTap, Nothing);
}
int actualOkayType = okayType;
if (actualOkayType == (int)OkayType.Random) actualOkayType = UnityEngine.Random.Range(0, 3);