Merge branch 'megaminerjenny:master' into master
This commit is contained in:
commit
ef6f3d6849
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|
||||||
borderMipMap: 0
|
borderMipMap: 0
|
||||||
|
|
|
@ -7,7 +7,7 @@ TextureImporter:
|
||||||
mipmaps:
|
mipmaps:
|
||||||
mipMapMode: 0
|
mipMapMode: 0
|
||||||
enableMipMap: 0
|
enableMipMap: 0
|
||||||
sRGBTexture: 1
|
sRGBTexture: 0
|
||||||
linearTexture: 0
|
linearTexture: 0
|
||||||
fadeOut: 0
|
fadeOut: 0
|
||||||
borderMipMap: 0
|
borderMipMap: 0
|
||||||
|
|
|
@ -65,10 +65,22 @@ TextureImporter:
|
||||||
platformSettings:
|
platformSettings:
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
buildTarget: DefaultTexturePlatform
|
buildTarget: DefaultTexturePlatform
|
||||||
maxTextureSize: 2048
|
maxTextureSize: 256
|
||||||
resizeAlgorithm: 0
|
resizeAlgorithm: 0
|
||||||
textureFormat: -1
|
textureFormat: -1
|
||||||
textureCompression: 1
|
textureCompression: 0
|
||||||
|
compressionQuality: 50
|
||||||
|
crunchedCompression: 0
|
||||||
|
allowsAlphaSplitting: 0
|
||||||
|
overridden: 0
|
||||||
|
androidETC2FallbackOverride: 0
|
||||||
|
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
buildTarget: Standalone
|
||||||
|
maxTextureSize: 256
|
||||||
|
resizeAlgorithm: 0
|
||||||
|
textureFormat: -1
|
||||||
|
textureCompression: 0
|
||||||
compressionQuality: 50
|
compressionQuality: 50
|
||||||
crunchedCompression: 0
|
crunchedCompression: 0
|
||||||
allowsAlphaSplitting: 0
|
allowsAlphaSplitting: 0
|
||||||
|
|
BIN
Assets/Scripts/.DS_Store
vendored
Normal file
BIN
Assets/Scripts/.DS_Store
vendored
Normal file
Binary file not shown.
|
@ -14,17 +14,17 @@ namespace HeavenStudio
|
||||||
public const int RIGHT = 1;
|
public const int RIGHT = 1;
|
||||||
public const int DOWN = 2;
|
public const int DOWN = 2;
|
||||||
public const int LEFT = 3;
|
public const int LEFT = 3;
|
||||||
|
|
||||||
///////////////////////////////
|
///////////////////////////////
|
||||||
////TEMPORARY JSL FUNCTIONS////
|
////TEMPORARY JSL FUNCTIONS////
|
||||||
///////////////////////////////
|
///////////////////////////////
|
||||||
|
|
||||||
static int jslDevicesFound = 0;
|
static int jslDevicesFound = 0;
|
||||||
static int jslDevicesConnected = 0;
|
static int jslDevicesConnected = 0;
|
||||||
static int[] jslDeviceHandles;
|
static int[] jslDeviceHandles;
|
||||||
|
|
||||||
static List<InputController> inputDevices;
|
static List<InputController> inputDevices;
|
||||||
|
|
||||||
public static int InitInputControllers()
|
public static int InitInputControllers()
|
||||||
{
|
{
|
||||||
inputDevices = new List<InputController>();
|
inputDevices = new List<InputController>();
|
||||||
|
@ -34,11 +34,11 @@ namespace HeavenStudio
|
||||||
keyboard.InitializeController();
|
keyboard.InitializeController();
|
||||||
inputDevices.Add(keyboard);
|
inputDevices.Add(keyboard);
|
||||||
//end Keyboard setup
|
//end Keyboard setup
|
||||||
|
|
||||||
//JoyShock setup
|
//JoyShock setup
|
||||||
Debug.Log("Flushing possible JoyShocks...");
|
Debug.Log("Flushing possible JoyShocks...");
|
||||||
DisconnectJoyshocks();
|
DisconnectJoyshocks();
|
||||||
|
|
||||||
jslDevicesFound = JslConnectDevices();
|
jslDevicesFound = JslConnectDevices();
|
||||||
if (jslDevicesFound > 0)
|
if (jslDevicesFound > 0)
|
||||||
{
|
{
|
||||||
|
@ -53,7 +53,7 @@ namespace HeavenStudio
|
||||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
||||||
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (int i in jslDeviceHandles)
|
foreach (int i in jslDeviceHandles)
|
||||||
{
|
{
|
||||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||||
|
@ -68,25 +68,36 @@ namespace HeavenStudio
|
||||||
Debug.Log("No JoyShocks found.");
|
Debug.Log("No JoyShocks found.");
|
||||||
}
|
}
|
||||||
//end JoyShock setup
|
//end JoyShock setup
|
||||||
|
|
||||||
//TODO: XInput setup (boo)
|
//TODO: XInput setup (boo)
|
||||||
//end XInput setup
|
//end XInput setup
|
||||||
|
|
||||||
return inputDevices.Count;
|
return inputDevices.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static int GetNumControllersConnected()
|
public static int GetNumControllersConnected()
|
||||||
{
|
{
|
||||||
return inputDevices.Count;
|
return inputDevices.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static List<InputController> GetInputControllers()
|
public static List<InputController> GetInputControllers()
|
||||||
{
|
{
|
||||||
return inputDevices;
|
return inputDevices;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static InputController GetInputController(int player)
|
public static InputController GetInputController(int player)
|
||||||
{
|
{
|
||||||
|
// Needed so Keyboard works on MacOS
|
||||||
|
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||||
|
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
|
//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)
|
//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
|
//so such controllers should have a reference to the other controller in the pair
|
||||||
|
@ -99,13 +110,26 @@ namespace HeavenStudio
|
||||||
}
|
}
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static int GetInputControllerId(int player)
|
public static int GetInputControllerId(int player)
|
||||||
{
|
{
|
||||||
//select input controller id that has player field set to player
|
//select input controller id 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)
|
//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
|
//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)
|
//controller IDs are determined by connection order (the Keyboard is always first)
|
||||||
|
|
||||||
|
|
||||||
|
// Needed so Keyboard works on MacOS
|
||||||
|
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||||
|
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++)
|
for (int i = 0; i < inputDevices.Count; i++)
|
||||||
{
|
{
|
||||||
if (inputDevices[i].GetPlayer() == player)
|
if (inputDevices[i].GetPlayer() == player)
|
||||||
|
@ -115,15 +139,26 @@ namespace HeavenStudio
|
||||||
}
|
}
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void UpdateInputControllers()
|
public static void UpdateInputControllers()
|
||||||
{
|
{
|
||||||
|
// Needed so Keyboard works on MacOS
|
||||||
|
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
|
||||||
|
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)
|
foreach (InputController i in inputDevices)
|
||||||
{
|
{
|
||||||
i.UpdateState();
|
i.UpdateState();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void DisconnectJoyshocks()
|
public static void DisconnectJoyshocks()
|
||||||
{
|
{
|
||||||
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
|
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
|
||||||
|
@ -141,7 +176,7 @@ namespace HeavenStudio
|
||||||
jslDevicesFound = 0;
|
jslDevicesFound = 0;
|
||||||
jslDevicesConnected = 0;
|
jslDevicesConnected = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// The autoplay isn't activated AND
|
// The autoplay isn't activated AND
|
||||||
// The song is actually playing AND
|
// The song is actually playing AND
|
||||||
// The GameManager allows you to Input
|
// The GameManager allows you to Input
|
||||||
|
@ -149,99 +184,99 @@ namespace HeavenStudio
|
||||||
{
|
{
|
||||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*--------------------*/
|
/*--------------------*/
|
||||||
/* MAIN INPUT METHODS */
|
/* MAIN INPUT METHODS */
|
||||||
/*--------------------*/
|
/*--------------------*/
|
||||||
|
|
||||||
// BUTTONS
|
// BUTTONS
|
||||||
//TODO: refactor for controller and custom binds, currently uses temporary button checks
|
//TODO: refactor for controller and custom binds, currently uses temporary button checks
|
||||||
|
|
||||||
public static bool Pressed(bool includeDPad = false)
|
public static bool Pressed(bool includeDPad = false)
|
||||||
{
|
{
|
||||||
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
|
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
|
||||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool PressedUp(bool includeDPad = false)
|
public static bool PressedUp(bool includeDPad = false)
|
||||||
{
|
{
|
||||||
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
|
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
|
||||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool Pressing(bool includeDPad = false)
|
public static bool Pressing(bool includeDPad = false)
|
||||||
{
|
{
|
||||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
|
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
|
||||||
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public static bool AltPressed()
|
public static bool AltPressed()
|
||||||
{
|
{
|
||||||
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
|
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
|
||||||
return down && playerHasControl();
|
return down && playerHasControl();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool AltPressedUp()
|
public static bool AltPressedUp()
|
||||||
{
|
{
|
||||||
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
|
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
|
||||||
return up && playerHasControl();
|
return up && playerHasControl();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool AltPressing()
|
public static bool AltPressing()
|
||||||
{
|
{
|
||||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
|
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
|
||||||
return pressing && playerHasControl();
|
return pressing && playerHasControl();
|
||||||
}
|
}
|
||||||
|
|
||||||
//Directions
|
//Directions
|
||||||
|
|
||||||
public static bool GetAnyDirectionDown()
|
public static bool GetAnyDirectionDown()
|
||||||
{
|
{
|
||||||
InputController c = GetInputController(1);
|
InputController c = GetInputController(1);
|
||||||
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|
||||||
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|
||||||
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|
||||||
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
|
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
|
||||||
) && playerHasControl();
|
) && playerHasControl();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool GetAnyDirectionUp()
|
public static bool GetAnyDirectionUp()
|
||||||
{
|
{
|
||||||
InputController c = GetInputController(1);
|
InputController c = GetInputController(1);
|
||||||
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|
||||||
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|
||||||
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|
||||||
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
|
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
|
||||||
) && playerHasControl();
|
) && playerHasControl();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool GetAnyDirection()
|
public static bool GetAnyDirection()
|
||||||
{
|
{
|
||||||
InputController c = GetInputController(1);
|
InputController c = GetInputController(1);
|
||||||
return (c.GetHatDirection((InputController.InputDirection) UP)
|
return (c.GetHatDirection((InputController.InputDirection) UP)
|
||||||
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|
||||||
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|
||||||
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
|
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
|
||||||
) && playerHasControl();
|
) && playerHasControl();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool GetSpecificDirection(int direction)
|
public static bool GetSpecificDirection(int direction)
|
||||||
{
|
{
|
||||||
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
|
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool GetSpecificDirectionDown(int direction)
|
public static bool GetSpecificDirectionDown(int direction)
|
||||||
{
|
{
|
||||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
|
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool GetSpecificDirectionUp(int direction)
|
public static bool GetSpecificDirectionUp(int direction)
|
||||||
{
|
{
|
||||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
|
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,7 +29,8 @@ This project is still in development, so there are currently no release builds y
|
||||||
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
|
- [MacOS](https://nightly.link/megaminerjenny/HeavenStudio/workflows/main/master/StandaloneOSX-build.zip)
|
||||||
|
|
||||||
## Self-Building
|
## Self-Building
|
||||||
#### Note: Mac-OS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
#### Note: MacOS and Linux-based builds are not fully tested, you may [experience bugs with audio-related tasks](https://github.com/megaminerjenny/HeavenStudio/issues/72).
|
||||||
|
#### Note: on MacOS, You need to [set the app as executable by yourself](https://cdn.discordapp.com/attachments/954121092564402207/1060769484278861844/IMG_6336.jpg).
|
||||||
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
Heaven Studio is made in [Unity 2020.3.25f1](https://unity3d.com/unity/whats-new/2020.3.25),
|
||||||
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
and programmed with [Visual Studio Code](https://code.visualstudio.com/).
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue