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
114 lines
2.8 KiB
C#
114 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Text;
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using Discord;
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using System;
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namespace HeavenStudio.DiscordRPC
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{
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public class DiscordController : MonoBehaviour
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{
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public Discord.Discord discord;
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public static DiscordController instance { get; set; }
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private long lastStartTime;
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private bool quitting;
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private void Awake()
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{
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}
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private void Start()
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{
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DontDestroyOnLoad(this.gameObject);
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instance = this;
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}
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// private void OnApplicationQuit()
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// {
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// quitting = true;
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// }
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public void Connect()
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{
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discord = new Discord.Discord(DiscordRPC.clientID, (System.UInt64)Discord.CreateFlags.NoRequireDiscord);
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quitting = false;
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}
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public void Disconnect()
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{
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if (discord != null)
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{
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discord.Dispose();
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quitting = true;
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}
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}
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public void UpdateActivity(string stateText, string stateDetails, bool updateTime = false)
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{
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var activityManager = discord.GetActivityManager();
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var activity = new Activity { };
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activity = new Activity
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{
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State = stateText,
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Details = stateDetails,
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Assets =
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{
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LargeImage = "logo",
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LargeText = "Together now!"
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},
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Instance = true,
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};
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if (updateTime == true)
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{
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lastStartTime = DateTimeOffset.Now.ToUnixTimeSeconds();
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activity.Timestamps.Start = lastStartTime;
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}
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else
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{
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activity.Timestamps.Start = lastStartTime;
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}
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activityManager.UpdateActivity(activity, (result) => {
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if (result == Discord.Result.Ok)
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{
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Debug.Log("Update Success!");
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}
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else
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{
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Debug.Log("Update Failed");
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}
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});
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}
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public void ClearActivity()
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{
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var activityManager = discord.GetActivityManager();
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activityManager.ClearActivity((result) => {
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if (result == Discord.Result.Ok)
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{
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Debug.Log("Clear Success!");
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}
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else
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{
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Debug.Log("Clear Failed");
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}
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});
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}
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void Update()
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{
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if ((!quitting) && discord != null)
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{
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discord.RunCallbacks();
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}
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}
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}
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} |