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

@ -96,7 +96,11 @@ namespace HeavenStudio.Games
double playerBopStart = double.MinValue;
double girlBopStart = double.MinValue;
bool showBubble = true;
bool playerReady;
public static PlayerInput.InputAction InputAction_TouchPressing =
new("PcoTrickTouching", new int[] { IAEmptyCat, IAPressingCat, IAEmptyCat },
IA_Empty, IA_TouchBasicPressing, IA_Empty);
void OnDestroy()
{
@ -117,7 +121,7 @@ namespace HeavenStudio.Games
var cond = Conductor.instance;
if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1) && goBop)
{
if (cond.songPositionInBeatsAsDouble > playerBopStart)
if ((!playerReady) && cond.songPositionInBeatsAsDouble > playerBopStart)
playerAnim.DoScaledAnimationAsync("Bop");
if (cond.songPositionInBeatsAsDouble > girlBopStart)
@ -155,7 +159,18 @@ namespace HeavenStudio.Games
}
}
if (PlayerInput.Pressed() && !IsExpectingInputNow() && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
if (PlayerInput.GetIsAction(InputAction_TouchPressing) && (!playerReady) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
playerAnim.DoScaledAnimationAsync("Prepare");
playerReady = true;
}
if ((!PlayerInput.GetIsAction(InputAction_TouchPressing)) && playerReady && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
playerAnim.DoScaledAnimationAsync("UnPrepare");
playerReady = false;
}
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress) && (playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble))
{
PlayerDodge(true);
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.6f;
@ -174,7 +189,7 @@ namespace HeavenStudio.Games
{
new BeatAction.Action(beat + i, delegate
{
if (cond.songPositionInBeatsAsDouble > playerBopStart)
if ((!playerReady) && cond.songPositionInBeatsAsDouble > playerBopStart)
playerAnim.DoScaledAnimationAsync("Bop");
if (cond.songPositionInBeatsAsDouble > girlBopStart)
@ -281,12 +296,14 @@ namespace HeavenStudio.Games
SoundByte.PlayOneShotGame("trickClass/player_dodge");
playerAnim.DoScaledAnimationAsync("Dodge", slow ? 0.6f : 1f);
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerReady = false;
}
public void PlayerDodgeNg()
{
playerAnim.DoScaledAnimationAsync("DodgeNg");
playerReady = false;
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f;
}
@ -294,6 +311,7 @@ namespace HeavenStudio.Games
public void PlayerThrough()
{
playerAnim.DoScaledAnimationAsync("Through");
playerReady = false;
playerBopStart = Conductor.instance.songPositionInBeatsAsDouble + 0.75f;
playerCanDodge = Conductor.instance.songPositionInBeatsAsDouble + 0.15f;
}