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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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@ -19,7 +19,6 @@ namespace HeavenStudio.Games.Scripts_TrickClass
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public int type;
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[NonSerialized] public BezierCurve3D curve;
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PlayerActionEvent hitProg;
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private TrickClass game;
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@ -33,7 +32,7 @@ namespace HeavenStudio.Games.Scripts_TrickClass
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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transform.position = curve.GetPoint(flyPos);
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hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough, CanDodge);
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game.ScheduleInput(startBeat, dodgeBeats, TrickClass.InputAction_FlickPress, DodgeJustOrNg, DodgeMiss, DodgeThrough, CanDodge);
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}
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// Update is called once per frame
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