Fixed Input bugs + Optimizations
-- On the PlayerInput class -- FIXED: Bug where Directions input were still recorded even with autoplay on OPTIMIZED: Moved the conditions wether player had control in it's own method so we can re-use the same condition on new methods
This commit is contained in:
parent
f41d9d9cf0
commit
846e4c5c4c
|
@ -74,7 +74,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
this.audienceReacting = audienceReacting;
|
||||
|
||||
coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
coin = ScheduleInput(beat, 6f, InputType.DIRECTION_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
|
||||
}
|
||||
|
||||
public void CatchSuccess(int state)
|
||||
|
|
|
@ -28,44 +28,53 @@ namespace HeavenStudio
|
|||
|
||||
public static bool AltPressed()
|
||||
{
|
||||
return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
return Input.GetKeyDown(KeyCode.X) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressedUp()
|
||||
{
|
||||
return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
return Input.GetKeyUp(KeyCode.X) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressing()
|
||||
{
|
||||
return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
return Input.GetKey(KeyCode.X) && playerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionDown()
|
||||
{
|
||||
return Input.GetKeyDown(KeyCode.UpArrow)
|
||||
return (Input.GetKeyDown(KeyCode.UpArrow)
|
||||
|| Input.GetKeyDown(KeyCode.DownArrow)
|
||||
|| Input.GetKeyDown(KeyCode.LeftArrow)
|
||||
|| Input.GetKeyDown(KeyCode.RightArrow);
|
||||
|| Input.GetKeyDown(KeyCode.RightArrow)) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionUp()
|
||||
{
|
||||
return Input.GetKeyUp(KeyCode.UpArrow)
|
||||
return (Input.GetKeyUp(KeyCode.UpArrow)
|
||||
|| Input.GetKeyUp(KeyCode.DownArrow)
|
||||
|| Input.GetKeyUp(KeyCode.LeftArrow)
|
||||
|| Input.GetKeyUp(KeyCode.RightArrow);
|
||||
|| Input.GetKeyUp(KeyCode.RightArrow)) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
public static bool GetAnyDirection()
|
||||
{
|
||||
return Input.GetKey(KeyCode.UpArrow)
|
||||
return (Input.GetKey(KeyCode.UpArrow)
|
||||
|| Input.GetKey(KeyCode.DownArrow)
|
||||
|| Input.GetKey(KeyCode.LeftArrow)
|
||||
|| Input.GetKey(KeyCode.RightArrow);
|
||||
|| Input.GetKey(KeyCode.RightArrow)) && playerHasControl();
|
||||
|
||||
}
|
||||
|
||||
|
||||
// The autoplay isn't activated AND
|
||||
// The song is actually playing AND
|
||||
// The GameManager allows you to Input
|
||||
public static bool playerHasControl()
|
||||
{
|
||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue