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

@ -141,14 +141,26 @@ namespace HeavenStudio
pressAnyKeyAnim.Play("PressKeyFadeOut", 0, 0);
SoundByte.PlayOneShot("ui/UIEnter");
var nextController = newController;
if (newController is InputMouse)
{
Debug.Log("Mouse used, selecting keyboard instead");
nextController = controllers[0];
}
Debug.Log("Assigning controller: " + newController.GetDeviceName());
var lastController = PlayerInput.GetInputController(1);
if (lastController != newController)
if (lastController != nextController)
{
if (nextController == null)
{
Debug.Log("invalid controller, using keyboard");
nextController = controllers[0];
}
lastController.SetPlayer(null);
newController.SetPlayer(1);
PlayerInput.CurrentControlStyle = newController.GetDefaultStyle();
nextController.SetPlayer(1);
PlayerInput.CurrentControlStyle = nextController.GetDefaultStyle();
usingMouse = PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch;
selectedDisplayIcon.SetActive(!usingMouse);
@ -157,10 +169,10 @@ namespace HeavenStudio
(lastController as InputJoyshock)?.UnAssignOtherHalf();
}
if ((newController as InputJoyshock) != null)
if ((nextController as InputJoyshock) != null)
{
newController.OnSelected();
(newController as InputJoyshock)?.UnAssignOtherHalf();
nextController.OnSelected();
(nextController as InputJoyshock)?.UnAssignOtherHalf();
}
}
}