mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
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* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
388 lines
13 KiB
C#
388 lines
13 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using System.IO;
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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 HeavenStudio.InputSystem;
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using static JSL;
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using HeavenStudio.Games;
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using System.Diagnostics.Contracts;
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namespace HeavenStudio.InputSystem
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{
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public class LoadOrder : Attribute
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{
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public int Order { get; set; }
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public LoadOrder(int order)
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{
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Order = order;
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}
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}
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}
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namespace HeavenStudio
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{
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public class PlayerInput
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{
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public class InputAction
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{
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public delegate bool ActionQuery(out double dt);
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public string name;
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public int[] inputLockCategory;
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public ActionQuery padAction, touchAction, batonAction;
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public InputAction(string name, int[] inputLockCategory, ActionQuery pad, ActionQuery touch, ActionQuery baton)
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{
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this.name = name;
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this.inputLockCategory = inputLockCategory;
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padAction = pad;
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touchAction = touch;
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batonAction = baton;
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}
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}
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public static InputController.ControlStyles CurrentControlStyle = InputController.ControlStyles.Pad;
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static List<InputController> inputDevices;
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public delegate InputController[] InputControllerInitializer();
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public delegate void InputControllerDispose();
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public static event InputControllerDispose PlayerInputCleanUp;
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public delegate InputController[] InputControllerRefresh();
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public static List<InputControllerRefresh> PlayerInputRefresh;
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static List<InputControllerInitializer> loadRunners;
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static void BuildLoadRunnerList()
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{
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PlayerInputRefresh = new();
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loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
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.GetTypes()
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.Where(x => x.Namespace == "HeavenStudio.InputSystem.Loaders" && x.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static) != null)
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.Select(t => (InputControllerInitializer)Delegate.CreateDelegate(
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typeof(InputControllerInitializer),
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null,
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t.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static),
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false
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))
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.ToList();
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loadRunners.Sort((x, y) => x.Method.GetCustomAttribute<LoadOrder>().Order.CompareTo(y.Method.GetCustomAttribute<LoadOrder>().Order));
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}
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public static int InitInputControllers()
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{
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inputDevices = new List<InputController>();
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BuildLoadRunnerList();
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foreach (InputControllerInitializer runner in loadRunners)
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{
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InputController[] controllers = runner();
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if (controllers != null)
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{
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inputDevices.AddRange(controllers);
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}
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}
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return inputDevices.Count;
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}
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public static int RefreshInputControllers()
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{
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inputDevices = new List<InputController>();
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if (PlayerInputRefresh != null)
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{
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foreach (InputControllerRefresh runner in PlayerInputRefresh)
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{
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InputController[] controllers = runner();
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if (controllers != null)
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{
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inputDevices.AddRange(controllers);
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}
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}
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}
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return inputDevices.Count;
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}
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public static int GetNumControllersConnected()
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{
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return inputDevices.Count;
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}
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public static List<InputController> GetInputControllers()
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{
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return inputDevices;
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}
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public static InputController GetInputController(int player)
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{
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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//select input controller that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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foreach (InputController i in inputDevices)
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{
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if (i.GetPlayer() == player)
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{
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return i;
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}
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}
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return null;
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}
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public static int GetInputControllerId(int player)
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{
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//select input controller id that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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//controller IDs are determined by connection order (the Keyboard is always first)
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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for (int i = 0; i < inputDevices.Count; i++)
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{
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if (inputDevices[i].GetPlayer() == player)
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{
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return i;
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}
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}
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return -1;
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}
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public static void UpdateInputControllers()
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{
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// Needed so Keyboard works on MacOS and Linux
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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foreach (InputController i in inputDevices)
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{
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i.UpdateState();
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}
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}
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public static void CleanUp()
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{
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PlayerInputCleanUp?.Invoke();
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}
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// The autoplay isn't activated AND
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// The song is actually playing AND
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// The GameManager allows you to Input
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public static bool PlayerHasControl()
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{
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if (GameManager.instance == null || Conductor.instance == null) return true;
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return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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/*--------------------*/
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/* MAIN INPUT METHODS */
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/*--------------------*/
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public static bool GetIsAction(InputAction action, out double dt)
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{
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dt = 0;
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switch (CurrentControlStyle)
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{
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case InputController.ControlStyles.Pad:
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return action.padAction(out dt);
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case InputController.ControlStyles.Touch:
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return action.touchAction(out dt);
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case InputController.ControlStyles.Baton:
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return action.batonAction(out dt);
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}
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return false;
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}
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public static bool GetIsAction(InputAction action)
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{
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switch (CurrentControlStyle)
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{
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case InputController.ControlStyles.Pad:
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return action.padAction(out _);
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case InputController.ControlStyles.Touch:
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return action.touchAction(out _);
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case InputController.ControlStyles.Baton:
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return action.batonAction(out _);
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}
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return false;
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}
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public static bool GetPadDown(InputController.ActionsPad ac, out double dt)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetPadDown(InputController.ActionsPad ac)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Pad, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetPadUp(InputController.ActionsPad ac, out double dt)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetPadUp(InputController.ActionsPad ac)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Pad, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetPad(InputController.ActionsPad ac)
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{
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bool a = GetInputController(1).GetAction(InputController.ControlStyles.Pad, (int)ac);
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return a && PlayerHasControl();
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}
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public static bool GetBatonDown(InputController.ActionsBaton ac, out double dt)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Baton, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetBatonDown(InputController.ActionsBaton ac)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Baton, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetBatonUp(InputController.ActionsBaton ac, out double dt)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Baton, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetBatonUp(InputController.ActionsBaton ac)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Baton, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetBaton(InputController.ActionsBaton ac)
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{
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bool a = GetInputController(1).GetAction(InputController.ControlStyles.Baton, (int)ac);
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return a && PlayerHasControl();
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}
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public static bool GetSqueeze()
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{
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bool a = GetInputController(1).GetSqueeze();
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return a && PlayerHasControl();
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}
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public static bool GetSqueezeDown()
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{
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bool a = GetInputController(1).GetSqueezeDown(out _);
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return a && PlayerHasControl();
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}
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public static bool GetSqueezeDown(out double dt)
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{
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bool a = GetInputController(1).GetSqueezeDown(out dt);
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return a && PlayerHasControl();
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}
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public static bool GetSqueezeUp()
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{
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bool a = GetInputController(1).GetSqueezeUp(out _);
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return a && PlayerHasControl();
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}
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public static bool GetSqueezeUp(out double dt)
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{
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bool a = GetInputController(1).GetSqueezeUp(out dt);
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return a && PlayerHasControl();
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}
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public static bool GetTouchDown(InputController.ActionsTouch ac, out double dt)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Touch, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetTouchDown(InputController.ActionsTouch ac)
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{
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bool a = GetInputController(1).GetActionDown(InputController.ControlStyles.Touch, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetTouchUp(InputController.ActionsTouch ac, out double dt)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Touch, (int)ac, out dt);
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return a && PlayerHasControl();
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}
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public static bool GetTouchUp(InputController.ActionsTouch ac)
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{
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bool a = GetInputController(1).GetActionUp(InputController.ControlStyles.Touch, (int)ac, out _);
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return a && PlayerHasControl();
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}
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public static bool GetTouch(InputController.ActionsTouch ac)
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{
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bool a = GetInputController(1).GetAction(InputController.ControlStyles.Touch, (int)ac);
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return a && PlayerHasControl();
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}
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public static bool GetSlide()
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{
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bool a = GetInputController(1).GetSlide(out _);
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return a && PlayerHasControl();
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}
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public static bool GetSlide(out double dt)
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{
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bool a = GetInputController(1).GetSlide(out dt);
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return a && PlayerHasControl();
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}
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public static bool GetFlick()
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{
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bool a = GetInputController(1).GetFlick(out _);
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return a && PlayerHasControl();
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}
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public static bool GetFlick(out double dt)
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{
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bool a = GetInputController(1).GetFlick(out dt);
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return a && PlayerHasControl();
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}
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}
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}
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