HeavenStudio/Assets/Scripts/Games/Rockers/RockersInput.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

57 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_Rockers
{
public class RockersInput : MonoBehaviour
{
private List<int> pitches = new List<int>();
private bool gleeClub;
private Rockers.PremadeSamples sample;
private int sampleTones;
private bool jump;
private Rockers game;
public void Init(bool gleeClub, int[] pitches, double beat, double length, Rockers.PremadeSamples sample, int sampleTones, bool jump = false)
{
game = Rockers.instance;
this.gleeClub = gleeClub;
this.pitches = pitches.ToList();
this.sample = sample;
this.sampleTones = sampleTones;
this.jump = jump;
game.ScheduleInput(beat, length, Rockers.InputAction_FlickRelease, Just, Miss, Empty);
}
private void Just(PlayerActionEvent caller, float state)
{
if (state >= 1f || state <= -1f)
{
game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump, true);
Destroy(gameObject);
return;
}
game.Soshi.StrumStrings(gleeClub, pitches.ToArray(), sample, sampleTones, false, jump);
Destroy(gameObject);
}
private void Miss(PlayerActionEvent caller)
{
game.JJ.Miss();
Destroy(gameObject);
}
private void Empty(PlayerActionEvent caller)
{
}
}
}