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