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

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