Small Fixes (#609)

* additive angle in rhythm rally

* remove old keyboard controller compat

* fix control style dropdowns

* using mouse on title screen selects keyboard instead

default to keyboard for invalid controllers

* temporarily ditch discord RPC

we need a new API key lol

* remove this discord call too

* certain editor shortcuts now exit fullscreen

fix color hex input not locking editor shortcuts

* increase max queued frames

turns out this may not be an issue for audio rhythm games
This commit is contained in:
minenice55
2024-01-05 22:51:27 -05:00
committed by GitHub
parent 8422e75b07
commit e4d69e16a6
10 changed files with 101 additions and 120 deletions

View File

@ -121,17 +121,6 @@ namespace HeavenStudio
public static InputController GetInputController(int player)
{
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
//select input controller that has player field set to player
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
@ -151,19 +140,6 @@ namespace HeavenStudio
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
//controller IDs are determined by connection order (the Keyboard is always first)
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
for (int i = 0; i < inputDevices.Count; i++)
{
if (inputDevices[i].GetPlayer() == player)
@ -176,17 +152,6 @@ namespace HeavenStudio
public static void UpdateInputControllers()
{
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
foreach (InputController i in inputDevices)
{
i.UpdateState();