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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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@ -1,16 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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using System.Threading;
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namespace HeavenStudio.Util
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{
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public class BeatAction
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{
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private int index;
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private List<Action> actions = new List<Action>();
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private Coroutine coroutine;
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private MonoBehaviour behaviour;
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public delegate void EventCallback();
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public class Action
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@ -25,43 +22,44 @@ namespace HeavenStudio.Util
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}
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}
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public static BeatAction New(MonoBehaviour behaviour, List<Action> actions)
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public static CancellationTokenSource New(MonoBehaviour behaviour, List<Action> actions)
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{
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if (behaviour == null)
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{
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Debug.LogWarning("Starting a BeatAction with no assigned behaviour. The Conductor will be used instead.");
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behaviour = Conductor.instance;
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}
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BeatAction beatAction = new BeatAction();
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beatAction.actions = actions;
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beatAction.behaviour = behaviour;
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beatAction.coroutine = behaviour.StartCoroutine(beatAction.BeatActionRoutine());
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CancellationTokenSource cancelToken = new CancellationTokenSource();
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RunAsync(behaviour, actions, cancelToken.Token).Forget();
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return beatAction;
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return cancelToken;
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}
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IEnumerator BeatActionRoutine()
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static async UniTask RunAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
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{
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try
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{
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await BeatActionAsync(behaviour, actions, token);
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}
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catch (System.OperationCanceledException)
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{
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Debug.Log("BeatAction cancelled.");
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}
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}
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static async UniTask BeatActionAsync(MonoBehaviour behaviour, List<Action> actions, CancellationToken token)
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{
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int idx = 0;
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WaitUntil waitUntil = new WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || !Conductor.instance.isPlaying);
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while (idx < actions.Count)
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{
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yield return waitUntil;
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await UniTask.WaitUntil(() => Conductor.instance.songPositionInBeatsAsDouble >= actions[idx].beat || (!Conductor.instance.isPlaying) || behaviour == null, cancellationToken: token);
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if (!Conductor.instance.isPlaying)
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yield break;
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if (behaviour == null || !Conductor.instance.isPlaying)
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return;
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actions[idx].function.Invoke();
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idx++;
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}
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this.actions = null;
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yield break;
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}
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public void Delete()
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{
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behaviour.StopCoroutine(coroutine);
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this.actions = null;
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}
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}
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}
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