3002e48350
* 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
47 lines
1 KiB
C#
47 lines
1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_Rockers
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{
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public class RockerBendInput : MonoBehaviour
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{
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private int pitch;
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private Rockers game;
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public void Init(int pitch, double beat, double length)
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{
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game = Rockers.instance;
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this.pitch = pitch;
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game.ScheduleInput(beat, length, Rockers.InputAction_TriggerDown, Just, Miss, Empty);
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}
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private void Just(PlayerActionEvent caller, float state)
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{
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if (state >= 1f || state <= -1f)
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{
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game.Soshi.BendUp(pitch);
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Destroy(gameObject);
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return;
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}
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game.Soshi.BendUp(pitch);
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Destroy(gameObject);
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}
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private void Miss(PlayerActionEvent caller)
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{
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game.JJ.Miss();
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Destroy(gameObject);
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}
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private void Empty(PlayerActionEvent caller)
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{
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}
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}
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}
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