HeavenStudio/Assets/Scripts/Games/GleeClub/GleeClubSingInput.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

70 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
namespace HeavenStudio.Games.Scripts_GleeClub
{
public class GleeClubSingInput : MonoBehaviour
{
public float pitch = 1f;
bool shouldClose = true;
bool shouldOpen = true;
private GleeClub game;
void Awake()
{
game = GleeClub.instance;
}
public void Init(double beat, float length, int close)
{
shouldClose = close != (int)GleeClub.MouthOpenClose.OnlyOpen;
shouldOpen = close != (int)GleeClub.MouthOpenClose.OnlyClose;
if (shouldOpen) game.ScheduleInput(beat - 1, 1, GleeClub.InputAction_BasicRelease, Just, Miss, Out);
if (shouldClose) game.ScheduleInput(beat, length, GleeClub.InputAction_BasicPress, JustClose, MissClose, Out);
}
public void Just(PlayerActionEvent caller, float state)
{
if (!game.playerChorusKid.singing)
{
game.playerChorusKid.currentPitch = pitch;
game.playerChorusKid.StartSinging();
}
if (!shouldClose) CleanUp();
}
public void JustClose(PlayerActionEvent caller, float state)
{
game.playerChorusKid.StopSinging();
CleanUp();
}
public void MissClose(PlayerActionEvent caller)
{
game.missed = true;
CleanUp();
}
public void Miss(PlayerActionEvent caller)
{
game.missed = true;
if (!shouldClose) CleanUp();
}
public void Out(PlayerActionEvent caller)
{
}
void CleanUp()
{
Destroy(gameObject);
}
}
}