HeavenStudio/Assets/Scripts/Games/Rockers/RockerBendInput.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

47 lines
1 KiB
C#

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