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Controller Support Update (#511)
* Update issue template to include .riq/.zip info (#483) Co-authored-by: patata <patataofcourse@gmail.com> * Pull release 1 (#484) * Squashed commit of the following: commita6ce193ce5
Merge:6105bb4f
9b24ac48
Author: minenice55 <star.elementa@gmail.com> Date: Wed Jun 14 01:23:31 2023 +0000 Merge pull request #473 from minenice55/easings-fix Enum Parsing Fix commit9b24ac4838
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:21:13 2023 -0400 fix all parsing of enums, removed the "special case" for eases update to latest Jukebox commit6105bb4f64
Merge:576b4a00
8df235a8
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:15 2023 +0000 Merge pull request #469 from minenice55/jukebox-update Jukebox Package Update commit576b4a0017
Merge:99804457
10f8fa7f
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:08 2023 +0000 Merge pull request #458 from AstrlJelly/MiscAdditions_4 Bug Fixes + Feature Additions commit10f8fa7f5a
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:38:24 2023 -0400 add "updater" for the old marching entity commit118cd4993d
Merge:1c1c731d
99804457
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:22:01 2023 -0400 Merge branch 'release_1' into pr/458 commit8df235a85b
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:55:02 2023 -0400 let play mode start if no song file is loaded fix issue with loading large audio files commit9980445723
Merge:aff1e3d8
2f595824
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 18:32:40 2023 +0000 Merge pull request #471 from Rapandrasmus/FixWorkingDoughCurve Fixed weird curve stuff on game switch in working dough commit2f59582460
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 19:24:13 2023 +0200 Fixed weird curve stuff on game switch in working dough commitaff1e3d889
Merge:b40ec128
c9accfa5
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:09:21 2023 +0000 Merge pull request #470 from Rapandrasmus/WorkingDoughFixes Fixed small balls not working in working dough commitc9accfa52d
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 18:07:13 2023 +0200 Fixed small balls not working in working dough commitb40ec128a5
Merge:9f953d50
95c9b346
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 14:56:58 2023 +0000 Merge pull request #467 from Rapandrasmus/WorkingDoughRework Working Dough rework commit95c9b34695
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:13:08 2023 +0200 modernised rockers pass turn commit0debf55391
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:03:08 2023 +0200 Rhythm tweezers pass turn now works like working dough commit6eac745eae
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 15:51:35 2023 +0200 gandw on balls has been added commit349867d983
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 14:59:56 2023 +0200 Proper inactive handling now commitd469c6c3fa
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:52:15 2023 +0200 OnSpawnBall reimplemented commitdd290b3331
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:37:09 2023 +0200 new sounds commit757e1c2c5e
Author: minenice55 <star.elementa@gmail.com> Date: Mon Jun 12 17:18:37 2023 -0400 update Jukebox to latest version fixes for inferred entity loading commit8ce1d8276b
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 21:36:57 2023 +0200 ball transporter anims for pass turn commitaf0d9bae19
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 20:38:48 2023 +0200 working dough converted, need to fix eveerything though commitdb21d51673
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 18:36:41 2023 +0200 Converted everything to new curves and made playerballs handle themselves input-wise commit41157a038c
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 14:04:32 2023 +0200 Some new curves commit7d754f5706
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 12:03:21 2023 +0200 Rockers can do it too now commitc196947251
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 11:58:31 2023 +0200 You can now place inputs on top of pass turn for rhythm tweezers commit9f953d505f
Merge:2a8d8d6f
df120f08
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:55:40 2023 -0400 Merge branch 'master' into release_1 commit2a8d8d6fd2
Merge:9e3e5942
13adf5b0
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 19:53:47 2023 +0000 Merge pull request #465 from minenice55/dont_infer_track Don't infer the track field when importing converted v0 riq coming from unknown origin commit13adf5b07b
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:52:14 2023 -0400 don't infer track when importing a v0 riq from another program commit9e3e594209
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 12:12:25 2023 -0400 make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music commit1c1c731dd1
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 23:00:30 2023 -0400 add updater for marching orders turn commit210be54ba3
Merge:67b6658c
af8395fb
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:36:10 2023 -0400 Merge branch 'release_1' into pr/458 commitaf8395fb6a
Merge:81eafec9
b1fab52a
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:30:32 2023 -0400 Merge branch 'master' into release_1 commit81eafec986
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:27:58 2023 -0400 editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs commit67b6658cd3
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:55:10 2023 -0400 convert float to double and all that commita4b66367fd
Merge:08a664ba
b1fab52a
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:01:44 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commit08a664ba2a
Merge:faf3fbf9
b7afd697
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:21:22 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commitfaf3fbf97c
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:18:45 2023 -0400 a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now commitbb2ae74339
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 15:13:29 2023 -0400 Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * Squashed commit of the following: commite782e3a5b4
Merge:5b8cfef1
ce74719c
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 17 16:40:52 2023 +0000 Merge pull request #478 from evdial/working-dough Working Dough Tweaks commitce74719c1a
Merge:9c61b760
5b8cfef1
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 17 12:40:06 2023 -0400 Merge branch 'release_1' into pr/478 commit5b8cfef1b0
Author: patata <patataofcourse@gmail.com> Date: Sat Jun 17 17:20:15 2023 +0200 Update issue template to include .riq/.zip info commit9c61b760bb
Author: ev <85412919+evdial@users.noreply.github.com> Date: Thu Jun 15 15:05:07 2023 -0400 assbuns commitae7451e9d3
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Thu Jun 15 20:56:40 2023 +0200 made small idle not crazy commit4c5c95237c
Author: ev <85412919+evdial@users.noreply.github.com> Date: Thu Jun 15 14:33:57 2023 -0400 fsd commit083d916238
Author: ev <85412919+evdial@users.noreply.github.com> Date: Thu Jun 15 14:16:38 2023 -0400 anim commitb3664e01b3
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Thu Jun 15 20:13:11 2023 +0200 Fixed stuff also scaled now yippee commit71e3a0ce6b
Author: ev <85412919+evdial@users.noreply.github.com> Date: Thu Jun 15 13:50:10 2023 -0400 many commit534b06301d
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:28:21 2023 -0400 Squashed commit of the following: (#474) commita6ce193ce5
Merge:6105bb4f
9b24ac48
Author: minenice55 <star.elementa@gmail.com> Date: Wed Jun 14 01:23:31 2023 +0000 Merge pull request #473 from minenice55/easings-fix Enum Parsing Fix commit9b24ac4838
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:21:13 2023 -0400 fix all parsing of enums, removed the "special case" for eases update to latest Jukebox commit6105bb4f64
Merge:576b4a00
8df235a8
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:15 2023 +0000 Merge pull request #469 from minenice55/jukebox-update Jukebox Package Update commit576b4a0017
Merge:99804457
10f8fa7f
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:08 2023 +0000 Merge pull request #458 from AstrlJelly/MiscAdditions_4 Bug Fixes + Feature Additions commit10f8fa7f5a
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:38:24 2023 -0400 add "updater" for the old marching entity commit118cd4993d
Merge:1c1c731d
99804457
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:22:01 2023 -0400 Merge branch 'release_1' into pr/458 commit8df235a85b
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:55:02 2023 -0400 let play mode start if no song file is loaded fix issue with loading large audio files commit9980445723
Merge:aff1e3d8
2f595824
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 18:32:40 2023 +0000 Merge pull request #471 from Rapandrasmus/FixWorkingDoughCurve Fixed weird curve stuff on game switch in working dough commit2f59582460
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 19:24:13 2023 +0200 Fixed weird curve stuff on game switch in working dough commitaff1e3d889
Merge:b40ec128
c9accfa5
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:09:21 2023 +0000 Merge pull request #470 from Rapandrasmus/WorkingDoughFixes Fixed small balls not working in working dough commitc9accfa52d
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 18:07:13 2023 +0200 Fixed small balls not working in working dough commitb40ec128a5
Merge:9f953d50
95c9b346
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 14:56:58 2023 +0000 Merge pull request #467 from Rapandrasmus/WorkingDoughRework Working Dough rework commit95c9b34695
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:13:08 2023 +0200 modernised rockers pass turn commit0debf55391
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:03:08 2023 +0200 Rhythm tweezers pass turn now works like working dough commit6eac745eae
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 15:51:35 2023 +0200 gandw on balls has been added commit349867d983
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 14:59:56 2023 +0200 Proper inactive handling now commitd469c6c3fa
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:52:15 2023 +0200 OnSpawnBall reimplemented commitdd290b3331
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:37:09 2023 +0200 new sounds commit757e1c2c5e
Author: minenice55 <star.elementa@gmail.com> Date: Mon Jun 12 17:18:37 2023 -0400 update Jukebox to latest version fixes for inferred entity loading commit8ce1d8276b
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 21:36:57 2023 +0200 ball transporter anims for pass turn commitaf0d9bae19
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 20:38:48 2023 +0200 working dough converted, need to fix eveerything though commitdb21d51673
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 18:36:41 2023 +0200 Converted everything to new curves and made playerballs handle themselves input-wise commit41157a038c
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 14:04:32 2023 +0200 Some new curves commit7d754f5706
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 12:03:21 2023 +0200 Rockers can do it too now commitc196947251
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 11:58:31 2023 +0200 You can now place inputs on top of pass turn for rhythm tweezers commit9f953d505f
Merge:2a8d8d6f
df120f08
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:55:40 2023 -0400 Merge branch 'master' into release_1 commit2a8d8d6fd2
Merge:9e3e5942
13adf5b0
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 19:53:47 2023 +0000 Merge pull request #465 from minenice55/dont_infer_track Don't infer the track field when importing converted v0 riq coming from unknown origin commit13adf5b07b
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:52:14 2023 -0400 don't infer track when importing a v0 riq from another program commit9e3e594209
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 12:12:25 2023 -0400 make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music commit1c1c731dd1
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 23:00:30 2023 -0400 add updater for marching orders turn commit210be54ba3
Merge:67b6658c
af8395fb
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:36:10 2023 -0400 Merge branch 'release_1' into pr/458 commitaf8395fb6a
Merge:81eafec9
b1fab52a
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:30:32 2023 -0400 Merge branch 'master' into release_1 commit81eafec986
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:27:58 2023 -0400 editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs commit67b6658cd3
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:55:10 2023 -0400 convert float to double and all that commita4b66367fd
Merge:08a664ba
b1fab52a
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:01:44 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commit08a664ba2a
Merge:faf3fbf9
b7afd697
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:21:22 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commitfaf3fbf97c
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:18:45 2023 -0400 a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now commitbb2ae74339
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 15:13:29 2023 -0400 Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing commita6ce193ce5
Merge:6105bb4f
9b24ac48
Author: minenice55 <star.elementa@gmail.com> Date: Wed Jun 14 01:23:31 2023 +0000 Merge pull request #473 from minenice55/easings-fix Enum Parsing Fix commit9b24ac4838
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:21:13 2023 -0400 fix all parsing of enums, removed the "special case" for eases update to latest Jukebox commit6105bb4f64
Merge:576b4a00
8df235a8
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:15 2023 +0000 Merge pull request #469 from minenice55/jukebox-update Jukebox Package Update commit576b4a0017
Merge:99804457
10f8fa7f
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 21:39:08 2023 +0000 Merge pull request #458 from AstrlJelly/MiscAdditions_4 Bug Fixes + Feature Additions commit10f8fa7f5a
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:38:24 2023 -0400 add "updater" for the old marching entity commit118cd4993d
Merge:1c1c731d
99804457
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 17:22:01 2023 -0400 Merge branch 'release_1' into pr/458 commit8df235a85b
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:55:02 2023 -0400 let play mode start if no song file is loaded fix issue with loading large audio files commit9980445723
Merge:aff1e3d8
2f595824
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 18:32:40 2023 +0000 Merge pull request #471 from Rapandrasmus/FixWorkingDoughCurve Fixed weird curve stuff on game switch in working dough commit2f59582460
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 19:24:13 2023 +0200 Fixed weird curve stuff on game switch in working dough commitaff1e3d889
Merge:b40ec128
c9accfa5
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 16:09:21 2023 +0000 Merge pull request #470 from Rapandrasmus/WorkingDoughFixes Fixed small balls not working in working dough commitc9accfa52d
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 18:07:13 2023 +0200 Fixed small balls not working in working dough commitb40ec128a5
Merge:9f953d50
95c9b346
Author: minenice55 <star.elementa@gmail.com> Date: Tue Jun 13 14:56:58 2023 +0000 Merge pull request #467 from Rapandrasmus/WorkingDoughRework Working Dough rework commit95c9b34695
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:13:08 2023 +0200 modernised rockers pass turn commit0debf55391
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 16:03:08 2023 +0200 Rhythm tweezers pass turn now works like working dough commit6eac745eae
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 15:51:35 2023 +0200 gandw on balls has been added commit349867d983
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 14:59:56 2023 +0200 Proper inactive handling now commitd469c6c3fa
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:52:15 2023 +0200 OnSpawnBall reimplemented commitdd290b3331
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Tue Jun 13 13:37:09 2023 +0200 new sounds commit757e1c2c5e
Author: minenice55 <star.elementa@gmail.com> Date: Mon Jun 12 17:18:37 2023 -0400 update Jukebox to latest version fixes for inferred entity loading commit8ce1d8276b
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 21:36:57 2023 +0200 ball transporter anims for pass turn commitaf0d9bae19
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 20:38:48 2023 +0200 working dough converted, need to fix eveerything though commitdb21d51673
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 18:36:41 2023 +0200 Converted everything to new curves and made playerballs handle themselves input-wise commit41157a038c
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 14:04:32 2023 +0200 Some new curves commit7d754f5706
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 12:03:21 2023 +0200 Rockers can do it too now commitc196947251
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Mon Jun 12 11:58:31 2023 +0200 You can now place inputs on top of pass turn for rhythm tweezers commit9f953d505f
Merge:2a8d8d6f
df120f08
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:55:40 2023 -0400 Merge branch 'master' into release_1 commit2a8d8d6fd2
Merge:9e3e5942
13adf5b0
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 19:53:47 2023 +0000 Merge pull request #465 from minenice55/dont_infer_track Don't infer the track field when importing converted v0 riq coming from unknown origin commit13adf5b07b
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 15:52:14 2023 -0400 don't infer track when importing a v0 riq from another program commit9e3e594209
Author: minenice55 <star.elementa@gmail.com> Date: Sun Jun 11 12:12:25 2023 -0400 make base datamodels for special entity reading (#463) * make base datamodels for special entity reading * fix crop stomp breaking when no game switch or remix end is set * fix save shortcut fix loading charts with no music commit1c1c731dd1
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 23:00:30 2023 -0400 add updater for marching orders turn commit210be54ba3
Merge:67b6658c
af8395fb
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:36:10 2023 -0400 Merge branch 'release_1' into pr/458 commitaf8395fb6a
Merge:81eafec9
b1fab52a
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:30:32 2023 -0400 Merge branch 'master' into release_1 commit81eafec986
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 22:27:58 2023 -0400 editor fixes (#459) * ditch loading dialog doesn't show up when it's supposed to * format song offset in editor * remove VorbisPlugin * Update Editor.cs commit67b6658cd3
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:55:10 2023 -0400 convert float to double and all that commita4b66367fd
Merge:08a664ba
b1fab52a
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 16:01:44 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commit08a664ba2a
Merge:faf3fbf9
b7afd697
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:21:22 2023 -0400 Merge remote-tracking branch 'upstream/master' into MiscAdditions_4 commitfaf3fbf97c
Author: AstrlJelly <bdlawson115@gmail.com> Date: Sat Jun 10 15:18:45 2023 -0400 a lot * munchy monk input + mustache fixes * fork lifter and pajama party bopping * meat grinder miss bop fix * cloud monkey Real * marching orders Go! was broken * force march doesn't break when it's too early from a game switch * you can use the March! block without the marching now commitbb2ae74339
Author: minenice55 <star.elementa@gmail.com> Date: Sat Jun 10 15:13:29 2023 -0400 Integration of Jukebox Library (#451) * add Jukebox library todo: - saving / loading of new format - inferrence of unknown data like past versions - move the temporary float casts to proper use of double - make sound related functions take double for timing - inform people that the Jukebox sound player was renamed to SoundByte lol * make sound, input scheduling, and super curve use double precision * successfully load charts * editor works again v1 riqs can be saved and loaded * first tempo and volume markers are unmovable fix loading of charts' easing values * use gsync / freesync * update Jukebox refs to SoundByte * game events use double part 1 Air Rally - Glee Club converted * don't load song if chart load fails * finish conversion of all minigames * remove editor waveform toggle * timeline now respects added song offset length clear cache files on app close prepped notes for dsp sync * update timeline length when offset changed * update to latest Jukebox * make error panel object in global game manager * improve conductor music scheduling * added error message box fix first game events sometimes not playing * Editor Additions (#479) * favoriting and pick block favoriting needs to not break after previewing (maybe make it persistent in the settings file?) pick block needs to pick the icon, too. and preferably scroll to it as well * final star anim + automatic icon game switching before i make any more changes im making a checkpoint here cuz i know it works * i want to add a way to specify which event SwitchGame() will switch to (because that's a cool feature for pick block) * i'll have to figure out how to auto scroll to the game when the icon is selected * the star now fully works, even between preview switches 👍 * fix the rest of the stuff the event name gets colored correctly and hidden games are skipped over, but still loaded. also i built mm ass buns * tweaks + zoom and sorting this stuff will be in the pr desc so it doesn't matter * oop one more thing * icons look better now :D mipmaps to the rescue * double date fix * Merge pull request #486 from RHeavenStudio/actions_rework Rework GitHub Actions and build script * add ab meta to gitignore (#489) * Sound Scheduling Improvements (#491) * port conductor adjustments * scheduled sounds prebake * allow aiff files to be imported add vbr mp3 warning to readme * improve wording * separate controller initializers update JSL * set initial player on joyshocks * loaders have their own namespace * port PlayerActionEvent IsHittable rename timing margin values simplify some player action event logic * CNR API Internal Rework (#488) * Prep stuff * Tweezers now spawn in * Started converting tweezers * I hate <1 beat intervals * Actually nvm * fixed a bug * You can chain intervals now, stack them if you really wanted * Pass turn checks if crhandlerinstance exists * Fixed hairs being deleted by onion switch * Rockers rerewritten * working dough rerewritten * Revert "Merge branch 'master' into new-controller-support" This reverts commit 2bf4c14f68a6f4f512504feb21d0ea5242e4a0fc, reversing changes made to b9c5fd4581750de0e4aefffa9b4a2ab9564971d1. * Squashed commit of the following: commitd68e71775a
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Wed Jun 28 06:51:53 2023 +0200 CNR API Internal Rework (#488) * Prep stuff * Tweezers now spawn in * Started converting tweezers * I hate <1 beat intervals * Actually nvm * fixed a bug * You can chain intervals now, stack them if you really wanted * Pass turn checks if crhandlerinstance exists * Fixed hairs being deleted by onion switch * Rockers rerewritten * working dough rerewritten * update packages for mac * assign plugin platforms * JSL polling via event * JSL timestamped input * initial prep for rebinding controls rename some bindings properly expose newer JSL stuff * update JSL plugin support for DualSense Edge (treated as DualSense) * methods for working on controller binds doc parts of the InputController class * show bindings in settings menu * CNR API Internal Rework (#488) * Prep stuff * Tweezers now spawn in * Started converting tweezers * I hate <1 beat intervals * Actually nvm * fixed a bug * You can chain intervals now, stack them if you really wanted * Pass turn checks if crhandlerinstance exists * Fixed hairs being deleted by onion switch * Rockers rerewritten * working dough rerewritten * Games fixes/reworks patch (#501) * ghosts are scaled now * Lockstep fully reworked * mr. bach has been implemented * Space dance fixes * oops * Tap trial rework part 1 * tap trial rework part 2 * oopsie * Gramps Talk Update * Space Dance Voice Offsets * Giraffe done! (Except miss anim) * bg is not showing up for some reason * bg not rendering fixed + giraffe fixed * scrolling done * fixed space dance and space soccer bg scrolls * fixed rockers bugs * adjustment * fixed el inaccuracies * particle fix * changed pitch and volume of monkey tap * miss anim * megamix face for girl * Proper miss anim implementation * Added force stepping event * miss anim fix --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> * Revert "Merge branch 'master' into new-controller-support" This reverts commit 3f0edd8657074fea4ff93a91b3822ba10f9e98c1, reversing changes made to 804d7fad3b6498bc80da9646115a1d1e30254961. * Squashed commit of the following: commitdfe144cf4b
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Thu Jul 13 02:35:47 2023 +0200 Games fixes/reworks patch (#501) * ghosts are scaled now * Lockstep fully reworked * mr. bach has been implemented * Space dance fixes * oops * Tap trial rework part 1 * tap trial rework part 2 * oopsie * Gramps Talk Update * Space Dance Voice Offsets * Giraffe done! (Except miss anim) * bg is not showing up for some reason * bg not rendering fixed + giraffe fixed * scrolling done * fixed space dance and space soccer bg scrolls * fixed rockers bugs * adjustment * fixed el inaccuracies * particle fix * changed pitch and volume of monkey tap * miss anim * megamix face for girl * Proper miss anim implementation * Added force stepping event * miss anim fix --------- Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com> commit8a968b0a38
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Wed Jul 12 18:49:32 2023 +0200 Second Contact Rework + Small CNR API changes (#500) * Just need to rewrite how player text works * text almost fixed * text is now fixed * ellipses added * Removed cnr api from rockers and working dough * oops commitd68e71775a
Author: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Date: Wed Jun 28 06:51:53 2023 +0200 CNR API Internal Rework (#488) * Prep stuff * Tweezers now spawn in * Started converting tweezers * I hate <1 beat intervals * Actually nvm * fixed a bug * You can chain intervals now, stack them if you really wanted * Pass turn checks if crhandlerinstance exists * Fixed hairs being deleted by onion switch * Rockers rerewritten * working dough rerewritten * working controller remapping * better differentiate between physical buttons and virtual actions fix bugs with single joy-con * add 90hz input debouncing * fix display issue in joycon pairing UI * start fixing issues with split pair todo: make the con read the paired controller as well * saving/loading custom binds * fix issues with joy-con pairs fix binding reset issue with joyshocks * apply same fix to kb swap kb east and south action binds * implement IsHittable in places that need it as examples * pj party needed IsHittable as well --------- Co-authored-by: patata <patataofcourse@gmail.com> Co-authored-by: AstrlJelly <bdlawson115@gmail.com> Co-authored-by: Rapandrasmus <78219215+Rapandrasmus@users.noreply.github.com> Co-authored-by: saladplainzone <chocolate2890mail@gmail.com> Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
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@ -19,10 +29,11 @@ PluginImporter:
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Editor: Editor
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second:
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enabled: 1
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settings:
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|
@ -76,28 +76,50 @@ public static class JSL
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|||
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[StructLayout(LayoutKind.Sequential)]
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public struct MOTION_STATE {
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float quatW;
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float quatX;
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float quatY;
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||||
float quatZ;
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||||
float accelX;
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||||
float accelY;
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||||
float accelZ;
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||||
float gravX;
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||||
float gravY;
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||||
float gravZ;
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||||
public float quatW;
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||||
public float quatX;
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||||
public float quatY;
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||||
public float quatZ;
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||||
public float accelX;
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||||
public float accelY;
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||||
public float accelZ;
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||||
public float gravX;
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||||
public float gravY;
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||||
public float gravZ;
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||||
}
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||||
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||||
[StructLayout(LayoutKind.Sequential)]
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||||
public struct TOUCH_STATE {
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||||
int t0Id;
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||||
int t1Id;
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||||
bool t0Down;
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||||
bool t1Down;
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||||
float t0X;
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||||
float t0Y;
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||||
float t1X;
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||||
float t1Y;
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||||
public int t0Id;
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||||
public int t1Id;
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||||
public bool t0Down;
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||||
public bool t1Down;
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||||
public float t0X;
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||||
public float t0Y;
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||||
public float t1X;
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||||
public float t1Y;
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||||
}
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||||
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||||
[StructLayout(LayoutKind.Sequential)]
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||||
public struct JSL_AUTO_CALIBRATION {
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||||
public float confidence;
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||||
public bool autoCalibrationEnabled;
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||||
public bool isSteady;
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||||
}
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||||
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||||
[StructLayout(LayoutKind.Sequential)]
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||||
public struct JSL_SETTINGS {
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||||
public int gyroSpace;
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public int bodyColour;
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||||
public int lGripColour;
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public int rGripColour;
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||||
public int buttonColour;
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||||
public int playerNumber;
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||||
public int controllerType;
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||||
public int splitType;
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||||
public bool isCalibrating;
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||||
public bool autoCalibrationEnabled;
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||||
public bool isConnected;
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||||
}
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||||
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public delegate void EventCallback(int handle, JOY_SHOCK_STATE state, JOY_SHOCK_STATE lastState,
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@ -105,12 +127,17 @@ public static class JSL
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|||
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public delegate void TouchCallback(int handle, TOUCH_STATE state, TOUCH_STATE lastState, float deltaTime);
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public delegate void ConnectionCallback(int handle);
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public delegate void DeconnectionCallback(int handle, bool isConnected);
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[DllImport("JoyShockLibrary")]
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public static extern int JslConnectDevices();
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[DllImport("JoyShockLibrary")]
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public static extern int JslGetConnectedDeviceHandles(int[] deviceHandleArray, int size);
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[DllImport("JoyShockLibrary")]
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public static extern void JslDisconnectAndDisposeAll();
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[DllImport("JoyShockLibrary")]
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public static extern bool JslStillConnected(int deviceId);
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern JOY_SHOCK_STATE JslGetSimpleState(int deviceId);
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@ -121,12 +148,17 @@ public static class JSL
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|||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern TOUCH_STATE JslGetTouchState(int deviceId);
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[DllImport("JoyShockLibrary")]
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public static extern void JslSetGyroSpace(int deviceId, int gyroSpace);
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||||
[DllImport("JoyShockLibrary")]
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||||
public static extern float JslGetStickStep(int deviceId);
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[DllImport("JoyShockLibrary")]
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public static extern float JslGetTriggerStep(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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public static extern float JslGetPollRate(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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public static extern float JslGetTimeSinceLastUpdate(int deviceId);
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[DllImport("JoyShockLibrary")]
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public static extern float JslGetTouchId(int deviceId, bool secondTouch = false);
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||||
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@ -147,12 +179,23 @@ public static class JSL
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|||
public static extern void JslGetCalibrationOffset(int deviceId, ref float xOffset, ref float yOffset, ref float zOffset);
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[DllImport("JoyShockLibrary")]
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public static extern void JslGetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
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[DllImport("JoyShockLibrary")]
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||||
public static extern JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
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[DllImport("JoyShockLibrary")]
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public static extern void JslSetCallback(EventCallback callback);
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[DllImport("JoyShockLibrary")]
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public static extern void JslSetTouchCallback(TouchCallback callback);
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||||
// this function will get called for each device when it is newly connected
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[DllImport("JoyShockLibrary")]
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||||
public static extern void JslSetConnectCallback(ConnectionCallback callback);
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||||
// this function will get called for each device when it is disconnected
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||||
[DllImport("JoyShockLibrary")]
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||||
public static extern void JslSetDisconnectCallback(DeconnectionCallback callback);
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// super-getter for reading a whole lot of state at once
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||||
[DllImport("JoyShockLibrary")]
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||||
public static extern JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
public static extern int JslGetControllerType(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
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|
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@ -70,58 +70,79 @@
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|||
#define JSOFFSET_SR 19
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||||
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||||
// PS5 Player maps for the DS Player Lightbar
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||||
#define DS5_PLAYER_1 = 4
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#define DS5_PLAYER_2 = 10
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||||
#define DS5_PLAYER_3 = 21
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||||
#define DS5_PLAYER_4 = 27
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||||
#define DS5_PLAYER_5 = 31
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||||
#define DS5_PLAYER_1 4
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||||
#define DS5_PLAYER_2 10
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#define DS5_PLAYER_3 21
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#define DS5_PLAYER_4 27
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#define DS5_PLAYER_5 31
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||||
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||||
typedef struct JOY_SHOCK_STATE {
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||||
int buttons;
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||||
float lTrigger;
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||||
float rTrigger;
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||||
float stickLX;
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||||
float stickLY;
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||||
float stickRX;
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||||
float stickRY;
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||||
int buttons = 0;
|
||||
float lTrigger = 0.f;
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||||
float rTrigger = 0.f;
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||||
float stickLX = 0.f;
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||||
float stickLY = 0.f;
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||||
float stickRX = 0.f;
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||||
float stickRY = 0.f;
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||||
} JOY_SHOCK_STATE;
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||||
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||||
typedef struct IMU_STATE {
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||||
float accelX;
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||||
float accelY;
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||||
float accelZ;
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||||
float gyroX;
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||||
float gyroY;
|
||||
float gyroZ;
|
||||
float accelX = 0.f;
|
||||
float accelY = 0.f;
|
||||
float accelZ = 0.f;
|
||||
float gyroX = 0.f;
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||||
float gyroY = 0.f;
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||||
float gyroZ = 0.f;
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||||
} IMU_STATE;
|
||||
|
||||
typedef struct MOTION_STATE {
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||||
float quatW;
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||||
float quatX;
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||||
float quatY;
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||||
float quatZ;
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||||
float accelX;
|
||||
float accelY;
|
||||
float accelZ;
|
||||
float gravX;
|
||||
float gravY;
|
||||
float gravZ;
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||||
float quatW = 0.f;
|
||||
float quatX = 0.f;
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||||
float quatY = 0.f;
|
||||
float quatZ = 0.f;
|
||||
float accelX = 0.f;
|
||||
float accelY = 0.f;
|
||||
float accelZ = 0.f;
|
||||
float gravX = 0.f;
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||||
float gravY = 0.f;
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||||
float gravZ = 0.f;
|
||||
} MOTION_STATE;
|
||||
|
||||
typedef struct TOUCH_STATE {
|
||||
int t0Id;
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||||
int t1Id;
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||||
bool t0Down;
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||||
bool t1Down;
|
||||
float t0X;
|
||||
float t0Y;
|
||||
float t1X;
|
||||
float t1Y;
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||||
int t0Id = 0;
|
||||
int t1Id = 0;
|
||||
bool t0Down = false;
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||||
bool t1Down = false;
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||||
float t0X = 0.f;
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||||
float t0Y = 0.f;
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||||
float t1X = 0.f;
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||||
float t1Y = 0.f;
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||||
} TOUCH_STATE;
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||||
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||||
typedef struct JSL_AUTO_CALIBRATION {
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||||
float confidence = 0.f;
|
||||
bool autoCalibrationEnabled = false;
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||||
bool isSteady = false;
|
||||
} JSL_AUTO_CALIBRATION;
|
||||
|
||||
typedef struct JSL_SETTINGS {
|
||||
int gyroSpace = 0;
|
||||
int bodyColour = 0;
|
||||
int lGripColour = 0;
|
||||
int rGripColour = 0;
|
||||
int buttonColour = 0;
|
||||
int playerNumber = 0;
|
||||
int controllerType = 0;
|
||||
int splitType = 0;
|
||||
bool isCalibrating = false;
|
||||
bool autoCalibrationEnabled = false;
|
||||
bool isConnected = false;
|
||||
} JSL_SETTINGS;
|
||||
|
||||
extern "C" JOY_SHOCK_API int JslConnectDevices();
|
||||
extern "C" JOY_SHOCK_API int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size);
|
||||
extern "C" JOY_SHOCK_API void JslDisconnectAndDisposeAll();
|
||||
extern "C" JOY_SHOCK_API bool JslStillConnected(int deviceId);
|
||||
|
||||
// get buttons as bits in the following order, using North South East West to name face buttons to avoid ambiguity between Xbox and Nintendo layouts:
|
||||
// 0x00001: up
|
||||
|
@ -169,6 +190,15 @@ extern "C" JOY_SHOCK_API float JslGetGyroX(int deviceId);
|
|||
extern "C" JOY_SHOCK_API float JslGetGyroY(int deviceId);
|
||||
extern "C" JOY_SHOCK_API float JslGetGyroZ(int deviceId);
|
||||
|
||||
// get accumulated average gyro since this function was last called or last flushed values
|
||||
extern "C" JOY_SHOCK_API void JslGetAndFlushAccumulatedGyro(int deviceId, float& gyroX, float& gyroY, float& gyroZ);
|
||||
|
||||
// set gyro space. JslGetGyro*, JslGetAndFlushAccumulatedGyro, JslGetIMUState, and the IMU_STATEs reported in the callback functions will use one of 3 transformations:
|
||||
// 0 = local space -> no transformation is done on gyro input
|
||||
// 1 = world space -> gyro input is transformed based on the calculated gravity direction to account for the player's preferred controller orientation
|
||||
// 2 = player space -> a simple combination of local and world space that is as adaptive as world space but is as robust as local space
|
||||
extern "C" JOY_SHOCK_API void JslSetGyroSpace(int deviceId, int gyroSpace);
|
||||
|
||||
// get accelerometor
|
||||
extern "C" JOY_SHOCK_API float JslGetAccelX(int deviceId);
|
||||
extern "C" JOY_SHOCK_API float JslGetAccelY(int deviceId);
|
||||
|
@ -185,6 +215,7 @@ extern "C" JOY_SHOCK_API float JslGetTouchY(int deviceId, bool secondTouch = fal
|
|||
extern "C" JOY_SHOCK_API float JslGetStickStep(int deviceId);
|
||||
extern "C" JOY_SHOCK_API float JslGetTriggerStep(int deviceId);
|
||||
extern "C" JOY_SHOCK_API float JslGetPollRate(int deviceId);
|
||||
extern "C" JOY_SHOCK_API float JslGetTimeSinceLastUpdate(int deviceId);
|
||||
|
||||
// calibration
|
||||
extern "C" JOY_SHOCK_API void JslResetContinuousCalibration(int deviceId);
|
||||
|
@ -193,12 +224,19 @@ extern "C" JOY_SHOCK_API void JslPauseContinuousCalibration(int deviceId);
|
|||
extern "C" JOY_SHOCK_API void JslSetAutomaticCalibration(int deviceId, bool enabled);
|
||||
extern "C" JOY_SHOCK_API void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset);
|
||||
extern "C" JOY_SHOCK_API void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset);
|
||||
extern "C" JOY_SHOCK_API JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
|
||||
|
||||
// this function will get called for each input event from each controller
|
||||
extern "C" JOY_SHOCK_API void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float));
|
||||
// this function will get called for each input event, even if touch data didn't update
|
||||
extern "C" JOY_SHOCK_API void JslSetTouchCallback(void(*callback)(int, TOUCH_STATE, TOUCH_STATE, float));
|
||||
// this function will get called for each device when it is newly connected
|
||||
extern "C" JOY_SHOCK_API void JslSetConnectCallback(void(*callback)(int));
|
||||
// this function will get called for each device when it is disconnected
|
||||
extern "C" JOY_SHOCK_API void JslSetDisconnectCallback(void(*callback)(int, bool));
|
||||
|
||||
// super-getter for reading a whole lot of state at once
|
||||
extern "C" JOY_SHOCK_API JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
|
||||
// what kind of controller is this?
|
||||
extern "C" JOY_SHOCK_API int JslGetControllerType(int deviceId);
|
||||
// is this a left, right, or full controller?
|
||||
|
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m_Floats:
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- _BumpScale: 1
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- _ColorMask: 15
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@ -81,11 +83,11 @@ Material:
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- _ZWrite: 1
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m_Colors:
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- _BodyColor: {r: 0.95686275, g: 0.95686275, b: 0.95686275, a: 1}
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- _BtnColor: {r: 1, g: 1, b: 1, a: 1}
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- _BtnColor: {r: 0.11764706, g: 0.039215688, b: 0.039215688, a: 1}
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- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _LGripColor: {r: 1, g: 1, b: 1, a: 1}
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- _RGripColor: {r: 1, g: 1, b: 1, a: 1}
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- _Rect: {r: 0, g: 0, b: 1, a: 1}
|
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m_BuildTextureStacks: []
|
||||
|
|
|
@ -235,7 +235,7 @@ namespace HeavenStudio.Games.Scripts_CropStomp
|
|||
|
||||
stompedBeat = cond.songPositionInBeatsAsDouble;
|
||||
|
||||
landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1, cond.GetBpmAtBeat(targetBeat));
|
||||
landBeat = targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime()-1, cond.GetBpmAtBeat(targetBeat));
|
||||
|
||||
if (autoTriggered)
|
||||
{
|
||||
|
|
|
@ -201,7 +201,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
switch (forceHand)
|
||||
{
|
||||
case 0:
|
||||
if (cond.songPositionInBeatsAsDouble - lastPunchTime < 0.25f + (Minigame.LateTime() - 1f))
|
||||
if (cond.songPositionInBeatsAsDouble - lastPunchTime < 0.25f + (Minigame.JustLateTime() - 1f))
|
||||
{
|
||||
lastPunchTime = double.MinValue;
|
||||
anim.DoScaledAnimationAsync("Straight", 0.5f);
|
||||
|
|
|
@ -180,8 +180,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
switch (type)
|
||||
{
|
||||
case ItemType.ComboPot1:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboStartWrongAction, ComboStartOut, ComboStartOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboStartJustOrNg, ComboStartThrough, ComboStartOut, CanCombo);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboStartWrongAction, ComboStartOut, ComboStartOut, CanHit);
|
||||
path = 1;
|
||||
break;
|
||||
case ItemType.ComboPot2:
|
||||
|
@ -202,28 +202,24 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
BeatAction.New(gameObject, new List<BeatAction.Action>() { new BeatAction.Action(startBeat + 1f, delegate { JoeComboSequence(); }) });
|
||||
break;
|
||||
case ItemType.ComboBarrel:
|
||||
//check for button release
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_UP, ComboEndJustOrNg, ComboEndThrough, ComboEndOut);
|
||||
//button presses
|
||||
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ComboEndWrongAction, ItemOut, ItemOut);
|
||||
KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ComboEndWrongActionAlt, ItemOut, ItemOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_ALT_UP, ComboEndJustOrNg, ComboEndThrough, ComboEndOut, CanComboEnd);
|
||||
path = 5;
|
||||
break;
|
||||
case ItemType.KickBarrel:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, KickChargeJustOrNg, ItemThrough, ItemOut);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, KickChargeJustOrNg, ItemThrough, ItemOut, CanCombo);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut, CanCombo);
|
||||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
case ItemType.KickBomb:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_UP | InputType.DIRECTION_UP, KickJustOrNg, KickThrough, KickOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_UP | InputType.DIRECTION_UP, KickJustOrNg, KickThrough, KickOut, CanKick);
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 2 * 0.75f;
|
||||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
case ItemType.KickBall:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_UP | InputType.DIRECTION_UP, KickJustOrNg, KickThrough, KickOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 0.75f, InputType.STANDARD_UP | InputType.DIRECTION_UP, KickJustOrNg, KickThrough, KickOut, CanKick);
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 2 * 0.75f;
|
||||
path = 1;
|
||||
|
@ -237,14 +233,14 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
comboId = -1;
|
||||
break;
|
||||
case ItemType.Bomb:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut, CanHit);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut, CanHit);
|
||||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
default:
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut);
|
||||
OnHit = KarateMan.instance.ScheduleInput(startBeat, 1f, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, ItemJustOrNg, ItemThrough, ItemOut, CanHit);
|
||||
OnHitWrongAction = KarateMan.instance.ScheduleUserInput(startBeat, 1f, InputType.STANDARD_ALT_DOWN, ItemWrongAction, ItemOut, ItemOut, CanHit);
|
||||
path = 1;
|
||||
comboId = -1;
|
||||
break;
|
||||
|
@ -726,53 +722,55 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
});
|
||||
}
|
||||
|
||||
public bool CanHit()
|
||||
{
|
||||
var joe = KarateMan.instance.Joe;
|
||||
return status == FlyStatus.Fly && !(joe.inCombo || joe.inNuriLock);
|
||||
}
|
||||
|
||||
public void ItemJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && !(joe.inCombo || joe.inNuriLock)) {
|
||||
if (state <= -1f || state >= 1f) {
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
if (state <= -1f || state >= 1f) {
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
if (KarateMan.instance.IsNoriActive)
|
||||
{
|
||||
if (ItemNeedNori() && KarateMan.instance.NoriPerformance < 0.6f)
|
||||
{
|
||||
CreateHitMark(false);
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
status = FlyStatus.HitWeak;
|
||||
SoundByte.PlayOneShotGame("karateman/hitNoNori", forcePlay: true);
|
||||
joe.Punch(3);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 30f);
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
return;
|
||||
}
|
||||
}
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
DoHitExpression(startBeat + 1f);
|
||||
ItemHitEffect(straight);
|
||||
status = FlyStatus.Hit;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
if (KarateMan.instance.IsNoriActive)
|
||||
{
|
||||
if (ItemNeedNori() && KarateMan.instance.NoriPerformance < 0.6f)
|
||||
{
|
||||
CreateHitMark(false);
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
status = FlyStatus.HitWeak;
|
||||
SoundByte.PlayOneShotGame("karateman/hitNoNori", forcePlay: true);
|
||||
joe.Punch(3);
|
||||
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z - 30f);
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
return;
|
||||
}
|
||||
}
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
DoHitExpression(startBeat + 1f);
|
||||
ItemHitEffect(straight);
|
||||
status = FlyStatus.Hit;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
OnHitWrongAction.CanHit(false);
|
||||
}
|
||||
|
||||
public void ItemWrongAction(PlayerActionEvent caller, float state)
|
||||
|
@ -782,32 +780,28 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
//hitting a normal object with the alt input
|
||||
//WHEN SCORING THIS IS A MISS
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && !(joe.inCombo || joe.inNuriLock)) {
|
||||
joe.ForceFailCombo(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
else {
|
||||
ItemHitEffect();
|
||||
}
|
||||
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 4f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 6f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
KarateMan.instance.Nori.DoThrough();
|
||||
joe.ForceFailCombo(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
OnHitWrongAction.CanHit(false);
|
||||
else {
|
||||
ItemHitEffect();
|
||||
}
|
||||
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 4f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 6f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
KarateMan.instance.Nori.DoThrough();
|
||||
}
|
||||
|
||||
public void ItemOut(PlayerActionEvent caller) {}
|
||||
|
@ -833,31 +827,33 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
OnHitWrongAction.CanHit(false);
|
||||
}
|
||||
|
||||
public bool CanCombo()
|
||||
{
|
||||
var joe = KarateMan.instance.Joe;
|
||||
return status == FlyStatus.Fly && !(joe.inKick || joe.wantKick || joe.inCombo || joe.inNuriLock);
|
||||
}
|
||||
|
||||
public void ComboStartJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && !(joe.inKick || joe.wantKick || joe.inCombo || joe.inNuriLock)) {
|
||||
joe.inCombo = true;
|
||||
joe.Punch(1);
|
||||
joe.SetComboId(comboId);
|
||||
joe.SetShouldComboId(comboId);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
joe.inCombo = true;
|
||||
joe.Punch(1);
|
||||
joe.SetComboId(comboId);
|
||||
joe.SetShouldComboId(comboId);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
ItemHitEffect();
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
OnHitWrongAction.CanHit(false);
|
||||
else {
|
||||
ItemHitEffect();
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
}
|
||||
|
||||
public void ComboStartOut(PlayerActionEvent caller) {}
|
||||
|
@ -888,59 +884,58 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
//hitting a combo start with the normal input
|
||||
//WHEN SCORING THIS IS A MISS
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && !(joe.inCombo || joe.inNuriLock)) {
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
else {
|
||||
ItemHitEffect(straight);
|
||||
}
|
||||
KarateMan.instance.Nori.DoThrough();
|
||||
bool straight = joe.Punch(ItemPunchHand());
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
OnHitWrongAction.CanHit(false);
|
||||
else {
|
||||
ItemHitEffect(straight);
|
||||
}
|
||||
KarateMan.instance.Nori.DoThrough();
|
||||
}
|
||||
|
||||
public bool CanComboEnd()
|
||||
{
|
||||
var joe = KarateMan.instance.Joe;
|
||||
return status == FlyStatus.Fly && joe.inCombo && joe.GetComboId() == comboId;
|
||||
}
|
||||
|
||||
public void ComboEndJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && joe.inCombo && joe.GetComboId() == comboId) {
|
||||
joe.inCombo = false;
|
||||
joe.SetComboId(-1);
|
||||
joe.SetShouldComboId(-1);
|
||||
joe.ComboSequence(3);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[5];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
joe.inCombo = false;
|
||||
joe.SetComboId(-1);
|
||||
joe.SetShouldComboId(-1);
|
||||
joe.ComboSequence(3);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[5];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 6f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 6f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
DoHitExpression(startBeat + 1.5f);
|
||||
ItemHitEffect();
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
DoHitExpression(startBeat + 1.5f);
|
||||
ItemHitEffect();
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
}
|
||||
|
||||
public void ComboEndOut(PlayerActionEvent caller) {
|
||||
|
@ -998,51 +993,34 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
OnHit.CanHit(false);
|
||||
}
|
||||
|
||||
public void ComboEndWrongAction(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
if (!(KarateMan.instance.Joe.inCombo || KarateMan.instance.Joe.inNuriLock))
|
||||
KarateMan.instance.Joe.Punch(1);
|
||||
}
|
||||
|
||||
public void ComboEndWrongActionAlt(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
if (KarateMan.IsComboEnable && !(KarateMan.instance.Joe.inCombo || KarateMan.instance.Joe.inNuriLock))
|
||||
KarateMan.instance.Joe.ForceFailCombo(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
}
|
||||
|
||||
public void KickChargeJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && !(joe.inKick || joe.wantKick || joe.inCombo || joe.inNuriLock)) {
|
||||
joe.Punch(ItemPunchHand());
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
joe.StartKickCharge(startBeat + 1.25f);
|
||||
ItemHitEffect();
|
||||
status = FlyStatus.Hit;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
joe.Punch(ItemPunchHand());
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[6];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 2f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
}
|
||||
else {
|
||||
joe.StartKickCharge(startBeat + 1.25f);
|
||||
ItemHitEffect();
|
||||
status = FlyStatus.Hit;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
OnHitWrongAction.CanHit(false);
|
||||
}
|
||||
|
||||
public void KickChargeOut(PlayerActionEvent caller) {}
|
||||
|
@ -1068,44 +1046,48 @@ namespace HeavenStudio.Games.Scripts_KarateMan
|
|||
OnHitWrongAction.CanHit(false);
|
||||
}
|
||||
|
||||
public bool CanKick()
|
||||
{
|
||||
var joe = KarateMan.instance.Joe;
|
||||
return status == FlyStatus.Fly && joe.inKick;
|
||||
}
|
||||
|
||||
public void KickJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (GameManager.instance.currentGame != "karateman") return;
|
||||
var joe = KarateMan.instance.Joe;
|
||||
if (status == FlyStatus.Fly && joe.inKick) {
|
||||
joe.Kick(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[8];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 1.25f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 4.25f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
joe.Kick(Conductor.instance.songPositionInBeatsAsDouble);
|
||||
if (state <= -1f || state >= 1f) {
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
CurrentCurve = ItemCurves[8];
|
||||
curveTargetBeat = 1f;
|
||||
SoundByte.PlayOneShot("miss");
|
||||
status = FlyStatus.NG;
|
||||
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
if (type == ItemType.KickBomb)
|
||||
joe.RemoveBombGlow(startBeat + 0.75f);
|
||||
}
|
||||
else {
|
||||
DoHitExpression(startBeat + 2f);
|
||||
ItemHitEffect();
|
||||
status = FlyStatus.Hit;
|
||||
CurrentCurve = ItemCurves[7];
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
curveTargetBeat = 3f;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
BeatAction.New(joe.gameObject, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(startBeat + 1.25f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Sad);
|
||||
}),
|
||||
new BeatAction.Action(startBeat + 4.25f, delegate {
|
||||
joe.SetFaceExpression((int) KarateMan.KarateManFaces.Normal);
|
||||
}),
|
||||
});
|
||||
|
||||
KarateMan.instance.Nori.DoNG();
|
||||
if (type == ItemType.KickBomb)
|
||||
joe.RemoveBombGlow(startBeat + 0.75f);
|
||||
}
|
||||
else {
|
||||
DoHitExpression(startBeat + 2f);
|
||||
ItemHitEffect();
|
||||
status = FlyStatus.Hit;
|
||||
CurrentCurve = ItemCurves[7];
|
||||
startBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
curveTargetBeat = 3f;
|
||||
KarateMan.instance.Nori.DoHit();
|
||||
}
|
||||
OnHit.CanHit(false);
|
||||
}
|
||||
|
||||
public void KickOut(PlayerActionEvent caller) {}
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
public class Minigame : MonoBehaviour
|
||||
{
|
||||
public static double earlyTime = 0.075f, perfectTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, lateTime = 0.06f, endTime = 0.075f;
|
||||
public static double ngEarlyTime = 0.075f, justEarlyTime = 0.06f, aceEarlyTime = 0.01f, aceLateTime = 0.01f, justLateTime = 0.06f, ngLateTime = 0.075f;
|
||||
public static float rankHiThreshold = 0.8f, rankOkThreshold = 0.6f;
|
||||
[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
|
||||
|
||||
|
@ -45,7 +45,9 @@ namespace HeavenStudio.Games
|
|||
InputType inputType,
|
||||
PlayerActionEvent.ActionEventCallbackState OnHit,
|
||||
PlayerActionEvent.ActionEventCallback OnMiss,
|
||||
PlayerActionEvent.ActionEventCallback OnBlank)
|
||||
PlayerActionEvent.ActionEventCallback OnBlank,
|
||||
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null
|
||||
)
|
||||
{
|
||||
|
||||
GameObject evtObj = new GameObject("ActionEvent" + (startBeat+timer));
|
||||
|
@ -59,6 +61,7 @@ namespace HeavenStudio.Games
|
|||
evt.OnHit = OnHit;
|
||||
evt.OnMiss = OnMiss;
|
||||
evt.OnBlank = OnBlank;
|
||||
evt.IsHittable = HittableQuery;
|
||||
|
||||
evt.OnDestroy = RemoveScheduledInput;
|
||||
|
||||
|
@ -91,15 +94,14 @@ namespace HeavenStudio.Games
|
|||
InputType inputType,
|
||||
PlayerActionEvent.ActionEventCallbackState OnHit,
|
||||
PlayerActionEvent.ActionEventCallback OnMiss,
|
||||
PlayerActionEvent.ActionEventCallback OnBlank)
|
||||
PlayerActionEvent.ActionEventCallback OnBlank,
|
||||
PlayerActionEvent.ActionEventHittableQuery HittableQuery = null)
|
||||
{
|
||||
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank);
|
||||
PlayerActionEvent evt = ScheduleInput(startBeat, timer, inputType, OnHit, OnMiss, OnBlank, HittableQuery);
|
||||
evt.noAutoplay = true;
|
||||
return evt;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Clean up method used whenever a PlayerActionEvent has finished
|
||||
public void RemoveScheduledInput(PlayerActionEvent evt)
|
||||
{
|
||||
|
@ -151,49 +153,36 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
// now should fix the fast bpm problem
|
||||
public static double EarlyTime()
|
||||
public static double NgEarlyTime()
|
||||
{
|
||||
return 1f - earlyTime;
|
||||
return 1f - ngEarlyTime;
|
||||
}
|
||||
|
||||
public static double PerfectTime()
|
||||
public static double JustEarlyTime()
|
||||
{
|
||||
return 1f - perfectTime;
|
||||
return 1f - justEarlyTime;
|
||||
}
|
||||
|
||||
public static double LateTime()
|
||||
public static double JustLateTime()
|
||||
{
|
||||
return 1f + lateTime;
|
||||
return 1f + justLateTime;
|
||||
}
|
||||
|
||||
public static double EndTime()
|
||||
public static double NgLateTime()
|
||||
{
|
||||
return 1f + endTime;
|
||||
return 1f + ngLateTime;
|
||||
}
|
||||
|
||||
public static double AceStartTime()
|
||||
public static double AceEarlyTime()
|
||||
{
|
||||
return 1f - aceEarlyTime;
|
||||
}
|
||||
|
||||
public static double AceEndTime()
|
||||
public static double AceLateTime()
|
||||
{
|
||||
return 1f + aceLateTime;
|
||||
}
|
||||
|
||||
// DEPRECATED: scales timing windows to the BPM in an ""intelligent"" manner
|
||||
// only left for historical reasons
|
||||
static float ScaleTimingMargin(float f)
|
||||
{
|
||||
float bpm = Conductor.instance.songBpm * Conductor.instance.musicSource.pitch;
|
||||
float a = bpm / 120f;
|
||||
float b = (Mathf.Log(a) + 2f) * 0.5f;
|
||||
float r = Mathf.Lerp(a, b, 0.25f);
|
||||
return r * f;
|
||||
}
|
||||
|
||||
public int firstEnable = 0;
|
||||
|
||||
public virtual void OnGameSwitch(double beat)
|
||||
{
|
||||
//Below is a template that can be used for handling previous entities.
|
||||
|
@ -263,7 +252,7 @@ namespace HeavenStudio.Games
|
|||
|
||||
public void ScoreMiss(double weight = 1f)
|
||||
{
|
||||
GameManager.instance.ScoreInputAccuracy(0, true, EndTime(), weight, false);
|
||||
GameManager.instance.ScoreInputAccuracy(0, true, NgLateTime(), weight, false);
|
||||
if (weight > 0)
|
||||
{
|
||||
GoForAPerfect.instance.Miss();
|
||||
|
|
|
@ -244,9 +244,14 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
}
|
||||
|
||||
// jumping cues (timings for both are the same)
|
||||
public bool CanJump()
|
||||
{
|
||||
return canJump;
|
||||
}
|
||||
|
||||
public void ScheduleJump(double beat)
|
||||
{
|
||||
PajamaParty.instance.ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, JumpJustOrNg, JumpThrough, JumpOut);
|
||||
PajamaParty.instance.ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, JumpJustOrNg, JumpThrough, JumpOut, CanJump);
|
||||
}
|
||||
|
||||
public void JumpJustOrNg(PlayerActionEvent caller, float state)
|
||||
|
@ -284,7 +289,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
public void ScheduleThrow(double beat)
|
||||
{
|
||||
PajamaParty.instance.ScheduleInput(beat, 2f, InputType.STANDARD_ALT_DOWN, ChargeJustOrNg, ThrowThrough, JumpOut);
|
||||
PajamaParty.instance.ScheduleInput(beat, 3f, InputType.STANDARD_ALT_UP, ThrowJustOrNg, ThrowThrough, JumpOut);
|
||||
PajamaParty.instance.ScheduleInput(beat, 3f, InputType.STANDARD_ALT_UP, ThrowJustOrNg, ThrowThrough, JumpOut, CanThrow);
|
||||
}
|
||||
|
||||
public void ChargeJustOrNg(PlayerActionEvent caller, float state) {
|
||||
|
@ -293,23 +298,25 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
SoundByte.PlayOneShotGame("pajamaParty/throw4");
|
||||
}
|
||||
|
||||
public bool CanThrow()
|
||||
{
|
||||
return charging;
|
||||
}
|
||||
|
||||
public void ThrowJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (charging)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
EndCharge(cond.songPositionInBeatsAsDouble, true, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("pajamaParty/throw5");
|
||||
EndCharge(cond.songPositionInBeatsAsDouble, true, (throwNg || false));
|
||||
}
|
||||
caller.CanHit(false);
|
||||
var cond = Conductor.instance;
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
SoundByte.PlayOneShot("miss");
|
||||
EndCharge(cond.songPositionInBeatsAsDouble, true, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("pajamaParty/throw5");
|
||||
EndCharge(cond.songPositionInBeatsAsDouble, true, (throwNg || false));
|
||||
}
|
||||
caller.CanHit(false);
|
||||
}
|
||||
|
||||
public void ThrowThrough(PlayerActionEvent caller)
|
||||
|
@ -325,28 +332,7 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
// sleep cue
|
||||
public void StartSleepSequence(double beat, bool alt, int action)
|
||||
{
|
||||
startedSleeping = true;
|
||||
if (hasJumped)
|
||||
{
|
||||
hasJumped = false;
|
||||
PajamaParty.instance.DoBedImpact();
|
||||
jumpNg = false;
|
||||
}
|
||||
startJumpTime = double.MinValue;
|
||||
Player.transform.localPosition = new Vector3(0, 0);
|
||||
Shadow.transform.localScale = new Vector3(1.65f, 1f, 1f);
|
||||
|
||||
Projectile.GetComponent<Animator>().Play("NoPose", -1, 0);
|
||||
startThrowTime = double.MinValue;
|
||||
Projectile_Root.transform.localPosition = new Vector3(0, 0);
|
||||
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
if (hasThrown)
|
||||
{
|
||||
Projectile.SetActive(false);
|
||||
hasThrown = false;
|
||||
}
|
||||
|
||||
PajamaParty.instance.ScheduleInput(beat, 4f, InputType.STANDARD_DOWN, SleepJustOrNg, SleepThrough, SleepOut);
|
||||
PajamaParty.instance.ScheduleInput(beat, 4f, InputType.STANDARD_DOWN, SleepJustOrNg, SleepThrough, SleepOut, CanSleep);
|
||||
|
||||
var cond = Conductor.instance;
|
||||
charging = false;
|
||||
|
@ -365,6 +351,16 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
Player.transform.localPosition = new Vector3(0, 0);
|
||||
Shadow.transform.localScale = new Vector3(1.65f, 1f, 1f);
|
||||
|
||||
Projectile.GetComponent<Animator>().Play("NoPose", -1, 0);
|
||||
startThrowTime = double.MinValue;
|
||||
Projectile_Root.transform.localPosition = new Vector3(0, 0);
|
||||
Projectile.transform.rotation = Quaternion.Euler(0, 0, 0);
|
||||
if (hasThrown)
|
||||
{
|
||||
Projectile.SetActive(false);
|
||||
hasThrown = false;
|
||||
}
|
||||
|
||||
if (action == (int) PajamaParty.SleepType.NoAwake)
|
||||
{
|
||||
longSleep = true;
|
||||
|
@ -403,35 +399,37 @@ namespace HeavenStudio.Games.Scripts_PajamaParty
|
|||
});
|
||||
}
|
||||
|
||||
public bool CanSleep()
|
||||
{
|
||||
return canSleep;
|
||||
}
|
||||
|
||||
public void SleepJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
var cond = Conductor.instance;
|
||||
if (canSleep)
|
||||
{
|
||||
caller.CanHit(false);
|
||||
canSleep = false;
|
||||
if (state <= -1f || state >= 1f)
|
||||
anim.DoUnscaledAnimation("MakoSleepNg");
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("pajamaParty/siesta4");
|
||||
anim.DoScaledAnimationAsync("MakoSleepJust");
|
||||
caller.CanHit(false);
|
||||
canSleep = false;
|
||||
if (state <= -1f || state >= 1f)
|
||||
anim.DoUnscaledAnimation("MakoSleepNg");
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame("pajamaParty/siesta4");
|
||||
anim.DoScaledAnimationAsync("MakoSleepJust");
|
||||
|
||||
if (!longSleep)
|
||||
if (!longSleep)
|
||||
{
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
BeatAction.New(Player, new List<BeatAction.Action>()
|
||||
{
|
||||
new BeatAction.Action(
|
||||
caller.startBeat + 7f,
|
||||
delegate {
|
||||
anim.DoScaledAnimationAsync("MakoAwake");
|
||||
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
|
||||
}
|
||||
),
|
||||
});
|
||||
}
|
||||
longSleep = false;
|
||||
new BeatAction.Action(
|
||||
caller.startBeat + 7f,
|
||||
delegate {
|
||||
anim.DoScaledAnimationAsync("MakoAwake");
|
||||
SoundByte.PlayOneShotGame("pajamaParty/siestaDone");
|
||||
}
|
||||
),
|
||||
});
|
||||
}
|
||||
longSleep = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -18,10 +18,12 @@ namespace HeavenStudio.Games
|
|||
public static bool EnableAutoplayCheat = true;
|
||||
public delegate void ActionEventCallback(PlayerActionEvent caller);
|
||||
public delegate void ActionEventCallbackState(PlayerActionEvent caller, float state);
|
||||
public delegate bool ActionEventHittableQuery();
|
||||
|
||||
public ActionEventCallbackState OnHit; //Function to trigger when an input has been done perfectly
|
||||
public ActionEventCallback OnMiss; //Function to trigger when an input has been missed
|
||||
public ActionEventCallback OnBlank; //Function to trigger when an input has been recorded while this is pending
|
||||
public ActionEventHittableQuery IsHittable; //Checks if an input can be hit. Returning false will skip button checks.
|
||||
|
||||
public ActionEventCallback OnDestroy; //Function to trigger whenever this event gets destroyed. /!\ Shouldn't be used for a minigame! Use OnMiss instead /!\
|
||||
|
||||
|
@ -55,28 +57,38 @@ namespace HeavenStudio.Games
|
|||
this.OnMiss = OnMiss;
|
||||
}
|
||||
|
||||
public void setHittableQuery(ActionEventHittableQuery IsHittable)
|
||||
{
|
||||
this.IsHittable = IsHittable;
|
||||
}
|
||||
|
||||
public void Enable() { enabled = true; }
|
||||
public void Disable() { enabled = false; }
|
||||
public void QueueDeletion() { markForDeletion = true; }
|
||||
|
||||
public bool IsCorrectInput() =>
|
||||
//General inputs, both down and up
|
||||
(PlayerInput.Pressed() && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
|
||||
(PlayerInput.AltPressed() && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
|
||||
(PlayerInput.GetAnyDirectionDown() && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
|
||||
(PlayerInput.PressedUp() && inputType.HasFlag(InputType.STANDARD_UP)) ||
|
||||
(PlayerInput.AltPressedUp() && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
|
||||
(PlayerInput.GetAnyDirectionUp() && inputType.HasFlag(InputType.DIRECTION_UP)) ||
|
||||
//Specific directional inputs
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
|
||||
public bool IsCorrectInput(out double dt)
|
||||
{
|
||||
dt = 0;
|
||||
return (
|
||||
//General inputs, both down and up
|
||||
(PlayerInput.Pressed(out dt) && inputType.HasFlag(InputType.STANDARD_DOWN)) ||
|
||||
(PlayerInput.AltPressed(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_DOWN)) ||
|
||||
(PlayerInput.GetAnyDirectionDown(out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN)) ||
|
||||
(PlayerInput.PressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_UP)) ||
|
||||
(PlayerInput.AltPressedUp(out dt) && inputType.HasFlag(InputType.STANDARD_ALT_UP)) ||
|
||||
(PlayerInput.GetAnyDirectionUp(out dt) && inputType.HasFlag(InputType.DIRECTION_UP)) ||
|
||||
//Specific directional inputs
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_DOWN)) ||
|
||||
(PlayerInput.GetSpecificDirectionDown(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_DOWN)) ||
|
||||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP));
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.DOWN, out dt) && inputType.HasFlag(InputType.DIRECTION_DOWN_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.UP, out dt) && inputType.HasFlag(InputType.DIRECTION_UP_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.LEFT, out dt) && inputType.HasFlag(InputType.DIRECTION_LEFT_UP)) ||
|
||||
(PlayerInput.GetSpecificDirectionUp(PlayerInput.RIGHT, out dt) && inputType.HasFlag(InputType.DIRECTION_RIGHT_UP))
|
||||
);
|
||||
}
|
||||
|
||||
public void CanHit(bool canHit)
|
||||
{
|
||||
|
@ -105,7 +117,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
|
||||
//BUGFIX: ActionEvents destroyed too early
|
||||
if (normalizedTime > Minigame.EndTime()) Miss();
|
||||
if (normalizedTime > Minigame.NgLateTime()) Miss();
|
||||
|
||||
if (lockedByEvent)
|
||||
{
|
||||
|
@ -116,11 +128,12 @@ namespace HeavenStudio.Games
|
|||
return;
|
||||
}
|
||||
|
||||
if (!autoplayOnly && IsCorrectInput())
|
||||
if (!autoplayOnly && (IsHittable == null || IsHittable != null && IsHittable()) && IsCorrectInput(out double dt))
|
||||
{
|
||||
normalizedTime -= dt;
|
||||
if (IsExpectingInputNow())
|
||||
{
|
||||
double stateProg = ((normalizedTime - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
|
||||
double stateProg = ((normalizedTime - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
|
||||
Hit(stateProg, normalizedTime);
|
||||
}
|
||||
else
|
||||
|
@ -186,8 +199,16 @@ namespace HeavenStudio.Games
|
|||
|
||||
public bool IsExpectingInputNow()
|
||||
{
|
||||
if (IsHittable != null)
|
||||
{
|
||||
if (!IsHittable()) return false;
|
||||
}
|
||||
if (!enabled) return false;
|
||||
if (!isEligible) return false;
|
||||
if (markForDeletion) return false;
|
||||
|
||||
double normalizedBeat = GetNormalizedTime();
|
||||
return normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.EndTime();
|
||||
return normalizedBeat > Minigame.NgEarlyTime() && normalizedBeat < Minigame.NgLateTime();
|
||||
}
|
||||
|
||||
double GetNormalizedTime()
|
||||
|
@ -195,9 +216,9 @@ namespace HeavenStudio.Games
|
|||
var cond = Conductor.instance;
|
||||
double currTime = cond.songPositionAsDouble;
|
||||
double targetTime = cond.GetSongPosFromBeat(startBeat + timer);
|
||||
double min = targetTime - 1f;
|
||||
double max = targetTime + 1f;
|
||||
return 1f + (((currTime - min) / (max - min))-0.5f)*2;
|
||||
|
||||
// HS timing window uses 1 as the middle point instead of 0
|
||||
return 1 + (currTime - targetTime);
|
||||
}
|
||||
|
||||
//For the Autoplay
|
||||
|
@ -210,7 +231,7 @@ namespace HeavenStudio.Games
|
|||
else
|
||||
{
|
||||
double normalizedBeat = GetNormalizedTime();
|
||||
double stateProg = ((normalizedBeat - Minigame.PerfectTime()) / (Minigame.LateTime() - Minigame.PerfectTime()) - 0.5f) * 2;
|
||||
double stateProg = ((normalizedBeat - Minigame.JustEarlyTime()) / (Minigame.JustLateTime() - Minigame.JustEarlyTime()) - 0.5f) * 2;
|
||||
Hit(stateProg, normalizedBeat);
|
||||
}
|
||||
}
|
||||
|
@ -220,7 +241,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
if (OnHit != null && enabled)
|
||||
{
|
||||
if(canHit)
|
||||
if (canHit)
|
||||
{
|
||||
double normalized = time - 1f;
|
||||
int offset = Mathf.CeilToInt((float)normalized * 1000);
|
||||
|
@ -251,27 +272,27 @@ namespace HeavenStudio.Games
|
|||
|
||||
double TimeToAccuracy(double time)
|
||||
{
|
||||
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
|
||||
if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
|
||||
{
|
||||
// Ace
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
double state = 0;
|
||||
if (time >= Minigame.PerfectTime() && time <= Minigame.LateTime())
|
||||
if (time >= Minigame.JustEarlyTime() && time <= Minigame.JustLateTime())
|
||||
{
|
||||
// Good Hit
|
||||
if (time > 1.0)
|
||||
{
|
||||
// late half of timing window
|
||||
state = 1.0 - ((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
|
||||
state = 1.0 - ((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
|
||||
state *= 1.0 - Minigame.rankHiThreshold;
|
||||
state += Minigame.rankHiThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
//early half of timing window
|
||||
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
|
||||
state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
|
||||
state *= 1.0 - Minigame.rankHiThreshold;
|
||||
state += Minigame.rankHiThreshold;
|
||||
}
|
||||
|
@ -281,13 +302,13 @@ namespace HeavenStudio.Games
|
|||
if (time > 1.0)
|
||||
{
|
||||
// late half of timing window
|
||||
state = 1.0 - ((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
|
||||
state = 1.0 - ((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
|
||||
state *= Minigame.rankOkThreshold;
|
||||
}
|
||||
else
|
||||
{
|
||||
//early half of timing window
|
||||
state = ((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
|
||||
state = ((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
|
||||
state *= Minigame.rankOkThreshold;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1067,4 +1067,3 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -343,7 +343,7 @@ namespace HeavenStudio.Games.Scripts_SpaceSoccer
|
|||
var cond = Conductor.instance;
|
||||
ball = null;
|
||||
// queue the miss sound
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.EndTime()-1,
|
||||
MultiSound.Play(new MultiSound.Sound[] { new MultiSound.Sound("spaceSoccer/missNeutral", targetBeat + (float)cond.SecsToBeats(Minigame.NgLateTime()-1,
|
||||
cond.GetBpmAtBeat(targetBeat)), SoundByte.GetPitchFromCents(UnityEngine.Random.Range(-75, 75), false)) });
|
||||
}
|
||||
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace HeavenStudio.Games.Scripts_TrickClass
|
|||
|
||||
float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
|
||||
transform.position = curve.GetPoint(flyPos);
|
||||
hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough);
|
||||
hitProg = game.ScheduleInput(startBeat, dodgeBeats, InputType.STANDARD_DOWN, DodgeJustOrNg, DodgeMiss, DodgeThrough, CanDodge);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
|
@ -113,38 +113,32 @@ namespace HeavenStudio.Games.Scripts_TrickClass
|
|||
startBeat += dodgeBeats;
|
||||
}
|
||||
|
||||
public bool CanDodge()
|
||||
{
|
||||
return game.playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble;
|
||||
}
|
||||
|
||||
public void DodgeJustOrNg(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (game.playerCanDodge <= Conductor.instance.songPositionInBeatsAsDouble)
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
if (state <= -1f || state >= 1f)
|
||||
{
|
||||
//NG
|
||||
game.PlayerDodgeNg();
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
||||
});
|
||||
SoundByte.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
DoObjMiss();
|
||||
}
|
||||
else
|
||||
{
|
||||
//just
|
||||
game.PlayerDodge();
|
||||
SoundByte.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
||||
});
|
||||
}
|
||||
//NG
|
||||
game.PlayerDodgeNg();
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
||||
});
|
||||
SoundByte.PlayOneShotGame(GetDodgeSound(), volume: 0.6f);
|
||||
SoundByte.PlayOneShot("miss");
|
||||
DoObjMiss();
|
||||
}
|
||||
else
|
||||
{
|
||||
SoundByte.PlayOneShotGame(GetDodgeSound());
|
||||
DoObjMiss();
|
||||
game.PlayerThrough();
|
||||
caller.isEligible = false;
|
||||
game.ScoreMiss();
|
||||
//just
|
||||
game.PlayerDodge();
|
||||
SoundByte.PlayOneShotGame("trickClass/player_dodge_success", volume: 0.8f, pitch: UnityEngine.Random.Range(0.85f, 1.15f));
|
||||
MultiSound.Play(new MultiSound.Sound[] {
|
||||
new MultiSound.Sound(GetDodgeSound(), startBeat + flyBeats, volume: 0.4f),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -371,7 +371,7 @@ namespace HeavenStudio
|
|||
void OnApplicationQuit()
|
||||
{
|
||||
Debug.Log("Disconnecting JoyShocks...");
|
||||
PlayerInput.DisconnectJoyshocks();
|
||||
PlayerInput.CleanUp();
|
||||
Debug.Log("Clearing RIQ Cache...");
|
||||
Jukebox.RiqFileHandler.ClearCache();
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -6,11 +7,99 @@ using HeavenStudio.Util;
|
|||
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio.InputSystem.Loaders
|
||||
{
|
||||
public static class InputJoyshockInitializer
|
||||
{
|
||||
[LoadOrder(1)]
|
||||
public static InputController[] Initialize()
|
||||
{
|
||||
InputJoyshock.joyshocks = new();
|
||||
PlayerInput.PlayerInputCleanUp += DisposeJoyshocks;
|
||||
PlayerInput.PlayerInputRefresh.Add(Refresh);
|
||||
|
||||
InputJoyshock.JslEventInit();
|
||||
|
||||
InputController[] controllers;
|
||||
int jslDevicesFound = 0;
|
||||
int jslDevicesConnected = 0;
|
||||
int[] jslDeviceHandles;
|
||||
|
||||
jslDevicesFound = JslConnectDevices();
|
||||
if (jslDevicesFound > 0)
|
||||
{
|
||||
jslDeviceHandles = new int[jslDevicesFound];
|
||||
jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
|
||||
if (jslDevicesConnected < jslDevicesFound)
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks, but only " + jslDevicesConnected + " are connected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
||||
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
||||
}
|
||||
|
||||
controllers = new InputController[jslDevicesConnected];
|
||||
foreach (int i in jslDeviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
InputJoyshock joyshock = new InputJoyshock(i);
|
||||
joyshock.SetPlayer(null);
|
||||
joyshock.InitializeController();
|
||||
controllers[i] = joyshock;
|
||||
}
|
||||
return controllers;
|
||||
}
|
||||
Debug.Log("No JoyShocks found.");
|
||||
return null;
|
||||
}
|
||||
|
||||
public static void DisposeJoyshocks()
|
||||
{
|
||||
foreach (InputJoyshock joyshock in InputJoyshock.joyshocks.Values)
|
||||
{
|
||||
joyshock.CleanUp();
|
||||
}
|
||||
JslDisconnectAndDisposeAll();
|
||||
}
|
||||
|
||||
public static InputController[] Refresh()
|
||||
{
|
||||
InputJoyshock.joyshocks.Clear();
|
||||
InputController[] controllers;
|
||||
int jslDevicesFound = 0;
|
||||
int jslDevicesConnected = 0;
|
||||
int[] jslDeviceHandles;
|
||||
|
||||
jslDevicesFound = JslConnectDevices();
|
||||
if (jslDevicesFound > 0)
|
||||
{
|
||||
jslDeviceHandles = new int[jslDevicesFound];
|
||||
jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
|
||||
|
||||
controllers = new InputController[jslDevicesConnected];
|
||||
foreach (int i in jslDeviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
InputJoyshock joyshock = new InputJoyshock(i);
|
||||
joyshock.SetPlayer(null);
|
||||
joyshock.InitializeController();
|
||||
controllers[i] = joyshock;
|
||||
}
|
||||
return controllers;
|
||||
}
|
||||
Debug.Log("No JoyShocks found.");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.InputSystem
|
||||
{
|
||||
public class InputJoyshock : InputController
|
||||
{
|
||||
static string[] joyShockNames =
|
||||
static readonly string[] joyShockNames =
|
||||
{
|
||||
"Unknown",
|
||||
"Joy-Con (L)",
|
||||
|
@ -20,7 +109,7 @@ namespace HeavenStudio.InputSystem
|
|||
"DualSense"
|
||||
};
|
||||
|
||||
static int[] dsPlayerColours = new[]
|
||||
static readonly int[] dsPlayerColours = new[]
|
||||
{
|
||||
0xd41817,
|
||||
0x04d4fa,
|
||||
|
@ -31,50 +120,167 @@ namespace HeavenStudio.InputSystem
|
|||
0x888888
|
||||
};
|
||||
|
||||
//TODO: see if single joy-con mappings differ from a normal pad (they don't!)
|
||||
int[] mappings = new[]
|
||||
static int[] defaultMappings {
|
||||
get
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
ButtonMaskUp,
|
||||
ButtonMaskDown,
|
||||
ButtonMaskLeft,
|
||||
ButtonMaskRight,
|
||||
ButtonMaskS,
|
||||
ButtonMaskE,
|
||||
ButtonMaskW,
|
||||
ButtonMaskN,
|
||||
ButtonMaskL,
|
||||
ButtonMaskR,
|
||||
ButtonMaskPlus,
|
||||
-1
|
||||
};
|
||||
}
|
||||
}
|
||||
static int[] defaultMappingsL {
|
||||
get
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
20,
|
||||
21,
|
||||
22,
|
||||
23,
|
||||
ButtonMaskLeft,
|
||||
ButtonMaskDown,
|
||||
ButtonMaskUp,
|
||||
ButtonMaskRight,
|
||||
ButtonMaskSL,
|
||||
ButtonMaskSR,
|
||||
ButtonMaskMinus,
|
||||
-1
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
static int[] defaultMappingsR {
|
||||
get
|
||||
{
|
||||
return new[]
|
||||
{
|
||||
20,
|
||||
21,
|
||||
22,
|
||||
23,
|
||||
ButtonMaskE,
|
||||
ButtonMaskN,
|
||||
ButtonMaskS,
|
||||
ButtonMaskW,
|
||||
ButtonMaskSL,
|
||||
ButtonMaskSR,
|
||||
ButtonMaskPlus,
|
||||
-1
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
static readonly string[] nsProButtonNames = new[]
|
||||
{
|
||||
ButtonMaskUp,
|
||||
ButtonMaskDown,
|
||||
ButtonMaskLeft,
|
||||
ButtonMaskRight,
|
||||
ButtonMaskS,
|
||||
ButtonMaskE,
|
||||
ButtonMaskW,
|
||||
ButtonMaskN,
|
||||
ButtonMaskL,
|
||||
ButtonMaskR,
|
||||
ButtonMaskPlus,
|
||||
"Up",
|
||||
"Down",
|
||||
"Left",
|
||||
"Right",
|
||||
"Plus",
|
||||
"Minus",
|
||||
"Left Stick Click",
|
||||
"Right Stick Click",
|
||||
"L",
|
||||
"R",
|
||||
"ZL",
|
||||
"ZR",
|
||||
"B",
|
||||
"A",
|
||||
"Y",
|
||||
"X",
|
||||
"Home",
|
||||
"Capture",
|
||||
};
|
||||
int[] mappingsSplitLeft = new[]
|
||||
|
||||
static readonly string[] nsConButtonNames = new[]
|
||||
{
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
ButtonMaskLeft,
|
||||
ButtonMaskDown,
|
||||
ButtonMaskUp,
|
||||
ButtonMaskRight,
|
||||
ButtonMaskSL,
|
||||
ButtonMaskSR,
|
||||
ButtonMaskMinus,
|
||||
"Up",
|
||||
"Down",
|
||||
"Left",
|
||||
"Right",
|
||||
"Plus",
|
||||
"Minus",
|
||||
"Left Stick Click",
|
||||
"Right Stick Click",
|
||||
"L",
|
||||
"R",
|
||||
"ZL",
|
||||
"ZR",
|
||||
"B",
|
||||
"A",
|
||||
"Y",
|
||||
"X",
|
||||
"Home",
|
||||
"Capture",
|
||||
"SL",
|
||||
"SR",
|
||||
"Stick Up",
|
||||
"Stick Down",
|
||||
"Stick Left",
|
||||
"Stick Right",
|
||||
};
|
||||
int[] mappingsSplitRight = new[]
|
||||
|
||||
static readonly string[] ps4ButtonNames = new[]
|
||||
{
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
-1,
|
||||
ButtonMaskE,
|
||||
ButtonMaskN,
|
||||
ButtonMaskS,
|
||||
ButtonMaskW,
|
||||
ButtonMaskSL,
|
||||
ButtonMaskSR,
|
||||
ButtonMaskPlus,
|
||||
"Up",
|
||||
"Down",
|
||||
"Left",
|
||||
"Right",
|
||||
"Options",
|
||||
"Share",
|
||||
"L3",
|
||||
"R3",
|
||||
"L",
|
||||
"R",
|
||||
"L2",
|
||||
"R2",
|
||||
"X",
|
||||
"Circle",
|
||||
"Square",
|
||||
"Triangle",
|
||||
"PS",
|
||||
"Touchpad Click",
|
||||
};
|
||||
|
||||
static readonly string[] ps5ButtonNames = new[]
|
||||
{
|
||||
"Up",
|
||||
"Down",
|
||||
"Left",
|
||||
"Right",
|
||||
"Options",
|
||||
"Share",
|
||||
"L3",
|
||||
"R3",
|
||||
"L",
|
||||
"R",
|
||||
"L2",
|
||||
"R2",
|
||||
"X",
|
||||
"Circle",
|
||||
"Square",
|
||||
"Triangle",
|
||||
"PS",
|
||||
"Create",
|
||||
"Mic",
|
||||
};
|
||||
|
||||
static readonly float debounceTime = 1f/90f;
|
||||
|
||||
public static Dictionary<int, InputJoyshock> joyshocks;
|
||||
|
||||
float stickDeadzone = 0.5f;
|
||||
|
||||
int joyshockHandle;
|
||||
|
@ -82,53 +288,171 @@ namespace HeavenStudio.InputSystem
|
|||
int splitType;
|
||||
int lightbarColour;
|
||||
string joyshockName;
|
||||
DateTime startTime;
|
||||
|
||||
//buttons, sticks, triggers
|
||||
JOY_SHOCK_STATE joyBtStateCurrent, joyBtStateLast;
|
||||
JoyshockButtonState[] actionStates = new JoyshockButtonState[BINDS_MAX];
|
||||
JoyshockButtonState[] buttonStates = new JoyshockButtonState[ButtonMaskSR + 1];
|
||||
JOY_SHOCK_STATE joyBtStateCurrent;
|
||||
//gyro and accelerometer
|
||||
IMU_STATE joyImuStateCurrent, joyImuStateLast;
|
||||
//touchpad
|
||||
TOUCH_STATE joyTouchStateCurrent, joyTouchStateLast;
|
||||
|
||||
// controller settings
|
||||
JSL_SETTINGS joySettings;
|
||||
|
||||
InputJoyshock otherHalf;
|
||||
bool isPair;
|
||||
|
||||
public struct JoyshockButtonState
|
||||
{
|
||||
public double dt; // time passed since state
|
||||
public bool pressed; // true if button is down
|
||||
public float debounce; // timer to ignore button updates
|
||||
public bool isDelta; // true if the button changed state since last frame
|
||||
}
|
||||
|
||||
public struct TimestampedState
|
||||
{
|
||||
public double timestamp;
|
||||
public JOY_SHOCK_STATE input;
|
||||
}
|
||||
|
||||
protected List<TimestampedState> inputStack; // asynnc input events / polling should feed into this dict
|
||||
protected List<TimestampedState> lastInputStack; // when processing input copy the inputStack to this dict
|
||||
protected bool wantClearInputStack = false; // strobe from main thread to clear the input stack
|
||||
protected double reportTime = 0;
|
||||
|
||||
public InputJoyshock(int handle)
|
||||
{
|
||||
joyshockHandle = handle;
|
||||
}
|
||||
|
||||
int GetButtonForSplitType(int action)
|
||||
{
|
||||
if (currentBindings.Pad == null) return -1;
|
||||
if (action < 0 || action >= BINDS_MAX) return -1;
|
||||
ControlBindings actionMap = currentBindings;
|
||||
if (actionMap.Pad[action] > ButtonMaskSR) return -1;
|
||||
|
||||
return actionMap.Pad[action];
|
||||
}
|
||||
|
||||
public static void JslEventInit()
|
||||
{
|
||||
JslSetCallback(JslEventCallback);
|
||||
}
|
||||
|
||||
static void JslEventCallback(int handle, JOY_SHOCK_STATE state, JOY_SHOCK_STATE lastState,
|
||||
IMU_STATE imuState, IMU_STATE lastImuState, float deltaTime)
|
||||
{
|
||||
if (joyshocks == null || !joyshocks.ContainsKey(handle)) return;
|
||||
InputJoyshock js = joyshocks[handle];
|
||||
if (js == null) return;
|
||||
if (js.inputStack == null) return;
|
||||
|
||||
if (js.wantClearInputStack)
|
||||
{
|
||||
js.inputStack.Clear();
|
||||
js.wantClearInputStack = false;
|
||||
}
|
||||
js.inputStack.Add(new TimestampedState
|
||||
{
|
||||
timestamp = (DateTime.Now - js.startTime).TotalSeconds,
|
||||
input = state
|
||||
});
|
||||
}
|
||||
|
||||
public override void InitializeController()
|
||||
{
|
||||
startTime = DateTime.Now;
|
||||
inputStack = new();
|
||||
lastInputStack = new();
|
||||
|
||||
actionStates = new JoyshockButtonState[BINDS_MAX];
|
||||
buttonStates = new JoyshockButtonState[ButtonMaskSR + 1];
|
||||
joyBtStateCurrent = new JOY_SHOCK_STATE();
|
||||
joyBtStateLast = new JOY_SHOCK_STATE();
|
||||
|
||||
joyImuStateCurrent = new IMU_STATE();
|
||||
joyImuStateLast = new IMU_STATE();
|
||||
|
||||
joyTouchStateCurrent = new TOUCH_STATE();
|
||||
joyTouchStateLast = new TOUCH_STATE();
|
||||
|
||||
//FUTURE: remappable controls
|
||||
|
||||
type = JslGetControllerType(joyshockHandle);
|
||||
joySettings = JslGetControllerInfoAndSettings(joyshockHandle);
|
||||
type = joySettings.controllerType;
|
||||
joyshockName = joyShockNames[type];
|
||||
|
||||
splitType = JslGetControllerSplitType(joyshockHandle);
|
||||
splitType = joySettings.splitType;
|
||||
|
||||
joyshocks.Add(joyshockHandle, this);
|
||||
|
||||
LoadBindings();
|
||||
}
|
||||
|
||||
public void CleanUp()
|
||||
{
|
||||
JslSetPlayerNumber(joyshockHandle, 0);
|
||||
JslSetLightColour(joyshockHandle, 0);
|
||||
}
|
||||
|
||||
public override void UpdateState()
|
||||
{
|
||||
//buttons
|
||||
joyBtStateLast = joyBtStateCurrent;
|
||||
joyBtStateCurrent = JslGetSimpleState(joyshockHandle);
|
||||
reportTime = (DateTime.Now - startTime).TotalSeconds;
|
||||
lastInputStack.Capacity = inputStack.Count;
|
||||
lastInputStack = new(inputStack);
|
||||
wantClearInputStack = true;
|
||||
|
||||
//gyro and accelerometer
|
||||
joyImuStateLast = joyImuStateCurrent;
|
||||
joyImuStateCurrent = JslGetIMUState(joyshockHandle);
|
||||
for (int i = 0; i < actionStates.Length; i++)
|
||||
{
|
||||
actionStates[i].isDelta = false;
|
||||
actionStates[i].debounce -= Time.deltaTime;
|
||||
if (actionStates[i].debounce < 0)
|
||||
actionStates[i].debounce = 0;
|
||||
}
|
||||
for (int i = 0; i < buttonStates.Length; i++)
|
||||
{
|
||||
buttonStates[i].isDelta = false;
|
||||
}
|
||||
|
||||
//touchpad
|
||||
joyTouchStateLast = joyTouchStateCurrent;
|
||||
joyTouchStateCurrent = JslGetTouchState(joyshockHandle);
|
||||
foreach(TimestampedState state in lastInputStack)
|
||||
{
|
||||
joyBtStateCurrent = state.input;
|
||||
|
||||
//stick direction state
|
||||
for (int i = 0; i < actionStates.Length; i++)
|
||||
{
|
||||
int bt = GetButtonForSplitType(i);
|
||||
if (bt != -1)
|
||||
{
|
||||
bool pressed = BitwiseUtils.WantCurrent(state.input.buttons, 1 << bt);
|
||||
if (pressed != actionStates[i].pressed && !actionStates[i].isDelta)
|
||||
{
|
||||
if (actionStates[i].debounce <= 0)
|
||||
{
|
||||
actionStates[i].pressed = pressed;
|
||||
actionStates[i].isDelta = true;
|
||||
actionStates[i].dt = reportTime - state.timestamp;
|
||||
}
|
||||
actionStates[i].debounce = debounceTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < buttonStates.Length; i++)
|
||||
{
|
||||
bool pressed = BitwiseUtils.WantCurrent(state.input.buttons, 1 << i);
|
||||
if (pressed != buttonStates[i].pressed && !buttonStates[i].isDelta)
|
||||
{
|
||||
buttonStates[i].pressed = pressed;
|
||||
buttonStates[i].isDelta = true;
|
||||
buttonStates[i].dt = reportTime - state.timestamp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//stick direction state, only handled on update
|
||||
//split controllers will need to be rotated to compensate
|
||||
//left rotates counterclockwise, right rotates clockwise, all by 90 degrees
|
||||
float xAxis = 0f;
|
||||
|
@ -164,6 +488,22 @@ namespace HeavenStudio.InputSystem
|
|||
directionStateCurrent |= ((xAxis >= stickDeadzone) ? (1 << ((int) InputDirection.Right)) : 0);
|
||||
directionStateCurrent |= ((xAxis <= -stickDeadzone) ? (1 << ((int) InputDirection.Left)) : 0);
|
||||
//Debug.Log("stick direction: " + directionStateCurrent + "| x axis: " + xAxis + " y axis: " + yAxis);
|
||||
|
||||
lastInputStack.Clear();
|
||||
}
|
||||
|
||||
public override void OnSelected()
|
||||
{
|
||||
Task.Run(() => SelectionVibrate());
|
||||
}
|
||||
|
||||
async void SelectionVibrate()
|
||||
{
|
||||
JslSetRumbleFrequency(GetHandle(), 0.5f, 0.5f, 80f, 160f);
|
||||
await Task.Delay(50);
|
||||
JslSetRumbleFrequency(GetHandle(), 0.75f, 0.75f, 160f, 320f);
|
||||
await Task.Delay(50);
|
||||
JslSetRumbleFrequency(GetHandle(), 0f, 0f, 0f, 0f);
|
||||
}
|
||||
|
||||
public override string GetDeviceName()
|
||||
|
@ -173,6 +513,24 @@ namespace HeavenStudio.InputSystem
|
|||
return joyshockName;
|
||||
}
|
||||
|
||||
public override string[] GetButtonNames()
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case TypeProController:
|
||||
return nsProButtonNames;
|
||||
case TypeDualShock4:
|
||||
return ps4ButtonNames;
|
||||
case TypeDualSense:
|
||||
return ps5ButtonNames;
|
||||
default:
|
||||
if (otherHalf == null)
|
||||
return nsConButtonNames;
|
||||
else
|
||||
return nsProButtonNames;
|
||||
}
|
||||
}
|
||||
|
||||
public override InputFeatures GetFeatures()
|
||||
{
|
||||
InputFeatures features = InputFeatures.Readable_MotionSensor | InputFeatures.Extra_Rumble | InputFeatures.Style_Pad | InputFeatures.Style_Baton;
|
||||
|
@ -197,83 +555,138 @@ namespace HeavenStudio.InputSystem
|
|||
return features;
|
||||
}
|
||||
|
||||
public override bool GetIsConnected()
|
||||
{
|
||||
return JslStillConnected(joyshockHandle);
|
||||
}
|
||||
|
||||
public override bool GetIsPoorConnection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override ControlBindings GetDefaultBindings()
|
||||
{
|
||||
ControlBindings binds = new ControlBindings();
|
||||
switch (type)
|
||||
{
|
||||
case TypeJoyConLeft:
|
||||
if (otherHalf == null)
|
||||
binds.Pad = defaultMappingsL;
|
||||
else
|
||||
binds.Pad = defaultMappings;
|
||||
break;
|
||||
case TypeJoyConRight:
|
||||
if (otherHalf == null)
|
||||
binds.Pad = defaultMappingsR;
|
||||
else
|
||||
binds.Pad = defaultMappings;
|
||||
break;
|
||||
case TypeProController:
|
||||
binds.Pad = defaultMappings;
|
||||
break;
|
||||
case TypeDualShock4:
|
||||
binds.Pad = defaultMappings;
|
||||
break;
|
||||
case TypeDualSense:
|
||||
binds.Pad = defaultMappings;
|
||||
break;
|
||||
}
|
||||
return binds;
|
||||
}
|
||||
|
||||
public override void ResetBindings()
|
||||
{
|
||||
currentBindings = GetDefaultBindings();
|
||||
}
|
||||
|
||||
public override ControlBindings GetCurrentBindings()
|
||||
{
|
||||
return currentBindings;
|
||||
}
|
||||
|
||||
public override void SetCurrentBindings(ControlBindings newBinds)
|
||||
{
|
||||
currentBindings = newBinds;
|
||||
}
|
||||
|
||||
public override bool GetIsActionUnbindable(int action, ControlStyles style)
|
||||
{
|
||||
if (otherHalf == null)
|
||||
{
|
||||
switch (splitType)
|
||||
{
|
||||
case SplitLeft:
|
||||
case SplitRight:
|
||||
switch (style)
|
||||
{
|
||||
case ControlStyles.Pad:
|
||||
return action is 0 or 1 or 2 or 3;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override int GetLastButtonDown()
|
||||
{
|
||||
return BitwiseUtils.FirstSetBit(joyBtStateCurrent.buttons & joyBtStateLast.buttons);
|
||||
}
|
||||
|
||||
public override KeyCode GetLastKeyDown()
|
||||
{
|
||||
return KeyCode.None;
|
||||
}
|
||||
|
||||
public override bool GetButton(int button)
|
||||
{
|
||||
int bt = 0;
|
||||
if (otherHalf == null)
|
||||
for (int i = 0; i < buttonStates.Length; i++)
|
||||
{
|
||||
if (splitType == SplitLeft)
|
||||
if (buttonStates[i].pressed && buttonStates[i].isDelta)
|
||||
{
|
||||
bt = mappingsSplitLeft[button];
|
||||
return i;
|
||||
}
|
||||
else if (splitType == SplitRight)
|
||||
{
|
||||
bt = mappingsSplitRight[button];
|
||||
}
|
||||
else
|
||||
{
|
||||
bt = mappings[button];
|
||||
}
|
||||
return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, 1 << bt);
|
||||
}
|
||||
bt = mappings[button];
|
||||
return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, 1 << bt) || BitwiseUtils.WantCurrent(otherHalf.joyBtStateCurrent.buttons, 1 << bt);
|
||||
return -1;
|
||||
}
|
||||
|
||||
public override bool GetButtonDown(int button)
|
||||
public override int GetLastActionDown()
|
||||
{
|
||||
int bt = 0;
|
||||
if (otherHalf == null)
|
||||
for (int i = 0; i < actionStates.Length; i++)
|
||||
{
|
||||
if (splitType == SplitLeft)
|
||||
if (actionStates[i].pressed && actionStates[i].isDelta)
|
||||
{
|
||||
bt = mappingsSplitLeft[button];
|
||||
return i;
|
||||
}
|
||||
else if (splitType == SplitRight)
|
||||
{
|
||||
bt = mappingsSplitRight[button];
|
||||
}
|
||||
else
|
||||
{
|
||||
bt = mappings[button];
|
||||
}
|
||||
return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt);
|
||||
}
|
||||
bt = mappings[button];
|
||||
return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt) || BitwiseUtils.WantCurrentAndNotLast(otherHalf.joyBtStateCurrent.buttons, otherHalf.joyBtStateLast.buttons, 1 << bt);
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return otherHalf.GetLastActionDown();
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public override bool GetButtonUp(int button)
|
||||
public override bool GetAction(int button)
|
||||
{
|
||||
int bt = 0;
|
||||
if (otherHalf == null)
|
||||
if (button == -1) {return false;}
|
||||
if (otherHalf != null)
|
||||
{
|
||||
if (splitType == SplitLeft)
|
||||
{
|
||||
bt = mappingsSplitLeft[button];
|
||||
}
|
||||
else if (splitType == SplitRight)
|
||||
{
|
||||
bt = mappingsSplitRight[button];
|
||||
}
|
||||
else
|
||||
{
|
||||
bt = mappings[button];
|
||||
}
|
||||
return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt);
|
||||
return actionStates[button].pressed || otherHalf.actionStates[button].pressed;
|
||||
}
|
||||
bt = mappings[button];
|
||||
return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt) || BitwiseUtils.WantNotCurrentAndLast(otherHalf.joyBtStateCurrent.buttons, otherHalf.joyBtStateLast.buttons, 1 << bt);
|
||||
return actionStates[button].pressed;
|
||||
}
|
||||
|
||||
public override bool GetActionDown(int button, out double dt)
|
||||
{
|
||||
if (button == -1) {dt = 0; return false;}
|
||||
if (otherHalf != null && otherHalf.GetActionDown(button, out dt))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
dt = actionStates[button].dt;
|
||||
return actionStates[button].pressed && actionStates[button].isDelta;
|
||||
}
|
||||
|
||||
public override bool GetActionUp(int button, out double dt)
|
||||
{
|
||||
if (button == -1) {dt = 0; return false;}
|
||||
if (otherHalf != null && otherHalf.GetActionUp(button, out dt))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
dt = actionStates[button].dt;
|
||||
return !actionStates[button].pressed && actionStates[button].isDelta;
|
||||
}
|
||||
|
||||
public override float GetAxis(InputAxis axis)
|
||||
|
@ -303,74 +716,89 @@ namespace HeavenStudio.InputSystem
|
|||
|
||||
public override bool GetHatDirection(InputDirection direction)
|
||||
{
|
||||
//todo: check analogue stick hat direction too
|
||||
int bt;
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
bt = mappings[0];
|
||||
bt = 0;
|
||||
break;
|
||||
case InputDirection.Down:
|
||||
bt = mappings[1];
|
||||
bt = 1;
|
||||
break;
|
||||
case InputDirection.Left:
|
||||
bt = mappings[2];
|
||||
bt = 2;
|
||||
break;
|
||||
case InputDirection.Right:
|
||||
bt = mappings[3];
|
||||
bt = 3;
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
return GetButton(bt) || BitwiseUtils.WantCurrent(directionStateCurrent, 1 << (int) direction);
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return GetAction(bt) || BitwiseUtils.WantCurrent(otherHalf.directionStateCurrent, 1 << (int) direction) || BitwiseUtils.WantCurrent(directionStateCurrent, 1 << (int) direction);
|
||||
}
|
||||
return GetAction(bt) || BitwiseUtils.WantCurrent(directionStateCurrent, 1 << (int) direction);
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionDown(InputDirection direction)
|
||||
public override bool GetHatDirectionDown(InputDirection direction, out double dt)
|
||||
{
|
||||
//todo: check analogue stick hat direction too
|
||||
int bt;
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
bt = mappings[0];
|
||||
bt = 0;
|
||||
break;
|
||||
case InputDirection.Down:
|
||||
bt = mappings[1];
|
||||
bt = 1;
|
||||
break;
|
||||
case InputDirection.Left:
|
||||
bt = mappings[2];
|
||||
bt = 2;
|
||||
break;
|
||||
case InputDirection.Right:
|
||||
bt = mappings[3];
|
||||
bt = 3;
|
||||
break;
|
||||
default:
|
||||
dt = 0;
|
||||
return false;
|
||||
}
|
||||
return GetButtonDown(bt) || BitwiseUtils.WantCurrentAndNotLast(directionStateCurrent, directionStateLast, 1 << (int) direction);
|
||||
bool btbool = GetActionDown(bt, out dt);
|
||||
if (!btbool) dt = 0;
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return btbool || BitwiseUtils.WantCurrentAndNotLast(otherHalf.directionStateCurrent, otherHalf.directionStateLast, 1 << (int)direction) || BitwiseUtils.WantCurrentAndNotLast(directionStateCurrent, directionStateLast, 1 << (int)direction);
|
||||
}
|
||||
return btbool || BitwiseUtils.WantCurrentAndNotLast(directionStateCurrent, directionStateLast, 1 << (int) direction);
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionUp(InputDirection direction)
|
||||
public override bool GetHatDirectionUp(InputDirection direction, out double dt)
|
||||
{
|
||||
//todo: check analogue stick hat direction too
|
||||
int bt;
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
bt = mappings[0];
|
||||
bt = 0;
|
||||
break;
|
||||
case InputDirection.Down:
|
||||
bt = mappings[1];
|
||||
bt = 1;
|
||||
break;
|
||||
case InputDirection.Left:
|
||||
bt = mappings[2];
|
||||
bt = 2;
|
||||
break;
|
||||
case InputDirection.Right:
|
||||
bt = mappings[3];
|
||||
bt = 3;
|
||||
break;
|
||||
default:
|
||||
dt = 0;
|
||||
return false;
|
||||
}
|
||||
return GetButtonUp(bt) || BitwiseUtils.WantNotCurrentAndLast(directionStateCurrent, directionStateLast, 1 << (int) direction);
|
||||
bool btbool = GetActionUp(bt, out dt);
|
||||
if (!btbool) dt = 0;
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return btbool || BitwiseUtils.WantNotCurrentAndLast(otherHalf.directionStateCurrent, otherHalf.directionStateLast, 1 << (int) direction) || BitwiseUtils.WantNotCurrentAndLast(directionStateCurrent, directionStateLast, 1 << (int) direction);
|
||||
}
|
||||
return btbool || BitwiseUtils.WantNotCurrentAndLast(directionStateCurrent, directionStateLast, 1 << (int) direction);
|
||||
}
|
||||
|
||||
public override void SetPlayer(int? playerNum)
|
||||
|
@ -387,9 +815,9 @@ namespace HeavenStudio.InputSystem
|
|||
int ledMask = (int) this.playerNum;
|
||||
if (type == TypeDualSense)
|
||||
{
|
||||
if (playerNum <= 4)
|
||||
if (playerNum <= 5)
|
||||
{
|
||||
ledMask = DualSensePlayerMask[(int) this.playerNum];
|
||||
ledMask = DualSensePlayerMask[Math.Max((int) this.playerNum + 1, 1)];
|
||||
}
|
||||
}
|
||||
JslSetPlayerNumber(joyshockHandle, ledMask);
|
||||
|
@ -407,32 +835,38 @@ namespace HeavenStudio.InputSystem
|
|||
if (otherHalf != null)
|
||||
{
|
||||
// gets the colour of the right controller if is split
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitRight ? JslGetControllerColour(joyshockHandle) : JslGetControllerColour(GetOtherHalf().GetHandle()));
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitRight ? joySettings.bodyColour : GetOtherHalf().joySettings.bodyColour);
|
||||
}
|
||||
return BitwiseUtils.IntToRgb(JslGetControllerColour(joyshockHandle));
|
||||
return BitwiseUtils.IntToRgb(joySettings.bodyColour);
|
||||
}
|
||||
|
||||
public Color GetButtonColor()
|
||||
{
|
||||
return BitwiseUtils.IntToRgb(JslGetControllerButtonColour(joyshockHandle));
|
||||
if (joySettings.buttonColour == 0xFFFFFF)
|
||||
return GetBodyColor();
|
||||
return BitwiseUtils.IntToRgb(joySettings.buttonColour);
|
||||
}
|
||||
|
||||
public Color GetLeftGripColor()
|
||||
{
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitLeft ? JslGetControllerColour(joyshockHandle) : JslGetControllerColour(GetOtherHalf().GetHandle()));
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitLeft ? joySettings.lGripColour : GetOtherHalf().joySettings.lGripColour);
|
||||
}
|
||||
return BitwiseUtils.IntToRgb(JslGetControllerLeftGripColour(joyshockHandle));
|
||||
if (joySettings.lGripColour == 0xFFFFFF)
|
||||
return GetBodyColor();
|
||||
return BitwiseUtils.IntToRgb(joySettings.lGripColour);
|
||||
}
|
||||
|
||||
public Color GetRightGripColor()
|
||||
{
|
||||
if (otherHalf != null)
|
||||
{
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitRight ? JslGetControllerColour(joyshockHandle) : JslGetControllerColour(GetOtherHalf().GetHandle()));
|
||||
return BitwiseUtils.IntToRgb(splitType == SplitRight ? joySettings.rGripColour : GetOtherHalf().joySettings.rGripColour);
|
||||
}
|
||||
return BitwiseUtils.IntToRgb(JslGetControllerRightGripColour(joyshockHandle));
|
||||
if (joySettings.rGripColour == 0xFFFFFF)
|
||||
return GetBodyColor();
|
||||
return BitwiseUtils.IntToRgb(joySettings.rGripColour);
|
||||
}
|
||||
|
||||
public Color GetLightbarColour()
|
||||
|
|
|
@ -1,82 +1,179 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio.InputSystem.Loaders
|
||||
{
|
||||
public static class InputKeyboardInitializer
|
||||
{
|
||||
[LoadOrder(0)]
|
||||
public static InputController[] Initialize()
|
||||
{
|
||||
PlayerInput.PlayerInputRefresh.Add(Refresh);
|
||||
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
return new InputController[] { keyboard };
|
||||
}
|
||||
|
||||
public static InputController[] Refresh()
|
||||
{
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
return new InputController[] { keyboard };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio.InputSystem
|
||||
{
|
||||
public class InputKeyboard : InputController
|
||||
{
|
||||
static KeyCode[] keyCodes = (KeyCode[]) System.Enum.GetValues(typeof(UnityEngine.KeyCode));
|
||||
private static readonly KeyCode[] keyCodes = Enum.GetValues(typeof(KeyCode))
|
||||
.Cast<KeyCode>()
|
||||
.Where(k => ((int)k < (int)KeyCode.Mouse0))
|
||||
.ToArray();
|
||||
|
||||
//FUTURE: remappable controls
|
||||
//KeyCode[] mappings = new KeyCode[Enum.GetNames(typeof(ButtonsPad)).Length];
|
||||
KeyCode[] mappings = new KeyCode[]
|
||||
{
|
||||
KeyCode.W, // dpad up
|
||||
KeyCode.S, // dpad down
|
||||
KeyCode.A, // dpad left
|
||||
KeyCode.D, // dpad right
|
||||
KeyCode.K, // south face button
|
||||
KeyCode.J, // east face button
|
||||
KeyCode.I, // west face button
|
||||
KeyCode.U, // north face button
|
||||
KeyCode.C, // left shoulder button
|
||||
KeyCode.N, // right shoulder button
|
||||
KeyCode.Escape, // start button
|
||||
};
|
||||
static ControlBindings defaultBindings {
|
||||
get
|
||||
{
|
||||
return new ControlBindings()
|
||||
{
|
||||
Pad = new int[]
|
||||
{
|
||||
(int)KeyCode.W,
|
||||
(int)KeyCode.S,
|
||||
(int)KeyCode.A,
|
||||
(int)KeyCode.D,
|
||||
(int)KeyCode.J,
|
||||
(int)KeyCode.K,
|
||||
(int)KeyCode.I,
|
||||
(int)KeyCode.U,
|
||||
(int)KeyCode.E,
|
||||
(int)KeyCode.U,
|
||||
(int)KeyCode.Escape,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
InputDirection hatDirectionCurrent;
|
||||
InputDirection hatDirectionLast;
|
||||
|
||||
public override void InitializeController()
|
||||
{
|
||||
//FUTURE: remappable controls
|
||||
LoadBindings();
|
||||
}
|
||||
|
||||
public override void UpdateState()
|
||||
{
|
||||
// Update the state of the controller
|
||||
}
|
||||
|
||||
public override void OnSelected()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override string GetDeviceName()
|
||||
{
|
||||
return "Keyboard";
|
||||
}
|
||||
|
||||
public override string[] GetButtonNames()
|
||||
{
|
||||
string[] names = new string[(int)KeyCode.Mouse0];
|
||||
for (int i = 0; i < keyCodes.Length; i++)
|
||||
{
|
||||
names[(int)keyCodes[i]] = keyCodes[i].ToString();
|
||||
}
|
||||
return names;
|
||||
}
|
||||
|
||||
public override InputFeatures GetFeatures()
|
||||
{
|
||||
return InputFeatures.Readable_StringInput | InputFeatures.Style_Pad | InputFeatures.Style_Baton;
|
||||
}
|
||||
|
||||
public override bool GetIsConnected()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool GetIsPoorConnection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override ControlBindings GetDefaultBindings()
|
||||
{
|
||||
return defaultBindings;
|
||||
}
|
||||
|
||||
public override void ResetBindings()
|
||||
{
|
||||
currentBindings = GetDefaultBindings();
|
||||
}
|
||||
|
||||
public override ControlBindings GetCurrentBindings()
|
||||
{
|
||||
return currentBindings;
|
||||
}
|
||||
|
||||
public override void SetCurrentBindings(ControlBindings newBinds)
|
||||
{
|
||||
currentBindings = newBinds;
|
||||
}
|
||||
|
||||
public override bool GetIsActionUnbindable(int action, ControlStyles style)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override int GetLastButtonDown()
|
||||
{
|
||||
return 0;
|
||||
if (Input.anyKeyDown)
|
||||
{
|
||||
for (KeyCode i = keyCodes[1]; i <= KeyCode.Menu; i++)
|
||||
{
|
||||
if (Input.GetKeyDown(i))
|
||||
return (int)i;
|
||||
}
|
||||
}
|
||||
return (int)KeyCode.None;
|
||||
}
|
||||
|
||||
public override KeyCode GetLastKeyDown()
|
||||
public override int GetLastActionDown()
|
||||
{
|
||||
for(KeyCode i = keyCodes[1]; i <= KeyCode.Menu; i++) {
|
||||
if (Input.GetKeyDown(i))
|
||||
for (int i = 0; i < BINDS_MAX; i++)
|
||||
{
|
||||
if (Input.GetKeyDown((KeyCode)currentBindings.Pad[i]))
|
||||
return i;
|
||||
}
|
||||
return KeyCode.None;
|
||||
return -1;
|
||||
}
|
||||
|
||||
public override bool GetButton(int button)
|
||||
public override bool GetAction(int button)
|
||||
{
|
||||
return Input.GetKey(mappings[button]);
|
||||
return Input.GetKey((KeyCode)currentBindings.Pad[button]);
|
||||
}
|
||||
|
||||
public override bool GetButtonDown(int button)
|
||||
public override bool GetActionDown(int button, out double dt)
|
||||
{
|
||||
return Input.GetKeyDown(mappings[button]);
|
||||
dt = 0;
|
||||
return Input.GetKeyDown((KeyCode)currentBindings.Pad[button]);
|
||||
}
|
||||
|
||||
public override bool GetButtonUp(int button)
|
||||
public override bool GetActionUp(int button, out double dt)
|
||||
{
|
||||
return Input.GetKeyUp(mappings[button]);
|
||||
dt = 0;
|
||||
return Input.GetKeyUp((KeyCode)currentBindings.Pad[button]);
|
||||
}
|
||||
|
||||
public override float GetAxis(InputAxis axis)
|
||||
|
@ -90,47 +187,49 @@ namespace HeavenStudio.InputSystem
|
|||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
return Input.GetKey(mappings[0]);
|
||||
return Input.GetKey((KeyCode)currentBindings.Pad[0]);
|
||||
case InputDirection.Down:
|
||||
return Input.GetKey(mappings[1]);
|
||||
return Input.GetKey((KeyCode)currentBindings.Pad[1]);
|
||||
case InputDirection.Left:
|
||||
return Input.GetKey(mappings[2]);
|
||||
return Input.GetKey((KeyCode)currentBindings.Pad[2]);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKey(mappings[3]);
|
||||
return Input.GetKey((KeyCode)currentBindings.Pad[3]);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionDown(InputDirection direction)
|
||||
public override bool GetHatDirectionDown(InputDirection direction, out double dt)
|
||||
{
|
||||
dt = 0;
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
return Input.GetKeyDown(mappings[0]);
|
||||
return Input.GetKeyDown((KeyCode)currentBindings.Pad[0]);
|
||||
case InputDirection.Down:
|
||||
return Input.GetKeyDown(mappings[1]);
|
||||
return Input.GetKeyDown((KeyCode)currentBindings.Pad[1]);
|
||||
case InputDirection.Left:
|
||||
return Input.GetKeyDown(mappings[2]);
|
||||
return Input.GetKeyDown((KeyCode)currentBindings.Pad[2]);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKeyDown(mappings[3]);
|
||||
return Input.GetKeyDown((KeyCode)currentBindings.Pad[3]);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool GetHatDirectionUp(InputDirection direction)
|
||||
public override bool GetHatDirectionUp(InputDirection direction, out double dt)
|
||||
{
|
||||
dt = 0;
|
||||
switch (direction)
|
||||
{
|
||||
case InputDirection.Up:
|
||||
return Input.GetKeyUp(mappings[0]);
|
||||
return Input.GetKeyUp((KeyCode)currentBindings.Pad[0]);
|
||||
case InputDirection.Down:
|
||||
return Input.GetKeyUp(mappings[1]);
|
||||
return Input.GetKeyUp((KeyCode)currentBindings.Pad[1]);
|
||||
case InputDirection.Left:
|
||||
return Input.GetKeyUp(mappings[2]);
|
||||
return Input.GetKeyUp((KeyCode)currentBindings.Pad[2]);
|
||||
case InputDirection.Right:
|
||||
return Input.GetKeyUp(mappings[3]);
|
||||
return Input.GetKeyUp((KeyCode)currentBindings.Pad[3]);
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
|
||||
namespace HeavenStudio.InputSystem
|
||||
{
|
||||
|
@ -10,34 +11,6 @@ namespace HeavenStudio.InputSystem
|
|||
/// </summary>
|
||||
public abstract class InputController
|
||||
{
|
||||
//Buttons and Axis used by most controllers
|
||||
public enum InputButtons : int
|
||||
{
|
||||
ButtonPadUp = 0,
|
||||
ButtonPadDown = 1,
|
||||
ButtonPadLeft = 2,
|
||||
ButtonPadRight = 3,
|
||||
ButtonPlus = 4,
|
||||
ButtonOptions = 4,
|
||||
ButtonMinus = 5,
|
||||
ButtonShare = 5,
|
||||
ButtonLClick = 6,
|
||||
ButtonRClick = 7,
|
||||
ButtonL = 8,
|
||||
ButtonR = 9,
|
||||
ButtonZL = 10,
|
||||
ButtonZR = 11,
|
||||
ButtonFaceS = 12,
|
||||
ButtonFaceE = 13,
|
||||
ButtonFaceW = 14,
|
||||
ButtonFaceN = 15,
|
||||
ButtonHome = 16,
|
||||
ButtonPS = 16,
|
||||
ButtonCapture = 17,
|
||||
ButtonTouchpadClick = 17,
|
||||
ButtonSL = 18,
|
||||
ButtonSR = 19,
|
||||
}
|
||||
public enum InputAxis : int
|
||||
{
|
||||
AxisLTrigger = 4,
|
||||
|
@ -97,50 +70,65 @@ namespace HeavenStudio.InputSystem
|
|||
{
|
||||
Pad,
|
||||
Baton,
|
||||
Touch
|
||||
Touch,
|
||||
Move
|
||||
}
|
||||
|
||||
public const int BINDS_MAX = 12; //maximum number of binds per controller
|
||||
|
||||
//buttons used in Heaven Studio gameplay (Pad Style)
|
||||
public enum ButtonsPad : int
|
||||
public enum ActionsPad : int
|
||||
{
|
||||
PadUp = 0,
|
||||
PadDown = 1,
|
||||
PadLeft = 2,
|
||||
PadRight = 3,
|
||||
PadS = 4,
|
||||
PadE = 5,
|
||||
PadW = 6,
|
||||
PadN = 7,
|
||||
PadL = 8,
|
||||
PadR = 9,
|
||||
PadPause = 10,
|
||||
Up = 0,
|
||||
Down = 1,
|
||||
Left = 2,
|
||||
Right = 3,
|
||||
South = 4,
|
||||
East = 5,
|
||||
West = 6,
|
||||
North = 7,
|
||||
L = 8,
|
||||
R = 9,
|
||||
Pause = 10,
|
||||
}
|
||||
|
||||
//FUTURE: buttons used in Heaven Studio gameplay ("Form Baton" / WiiMote Style)
|
||||
public enum ButtonsBaton : int
|
||||
public enum ActionsBaton : int
|
||||
{
|
||||
BatonS = 0, //-- all these...
|
||||
BatonE = 1, // |
|
||||
BatonW = 2, // |
|
||||
BatonN = 3, //--
|
||||
BatonA = 4, // < ...map to this, but are directional
|
||||
BatonB = 5, // should never be used alone
|
||||
Baton1 = 6,
|
||||
Baton2 = 7,
|
||||
BatonPause = 8,
|
||||
South = 0, //-- all these...
|
||||
East = 1, // |
|
||||
West = 2, // |
|
||||
North = 3, //--
|
||||
Face = 4, // < ...are also equivalent to this, but with added directionality
|
||||
Trigger = 5, // should never be used alone, but still bindable separately (controller logic should handle confirming & timestamping face + trigger input)
|
||||
Up = 6, // Wiimote 1
|
||||
Down = 7, // Wiimote 2
|
||||
Pause = 8,
|
||||
}
|
||||
|
||||
//FUTURE: buttons used in Heaven Studio gameplay (Touch Style)
|
||||
public enum ButtonsTouch : int
|
||||
public enum ActionsTouch : int
|
||||
{
|
||||
TouchL = 0,
|
||||
TouchR = 1,
|
||||
TouchTap = 2,
|
||||
TouchFlick = 3,
|
||||
TouchButtonL = 4,
|
||||
TouchButtonR = 4,
|
||||
Tap = 0, // flicks are handled like a motion, don't have a binding
|
||||
Left = 1, // also maps to tap, but with directionality (tap the left side of the panel)
|
||||
Right = 2, // also maps to tap, but with directionality (tap the right side of the panel)
|
||||
ButtonL = 3,
|
||||
ButtonR = 4,
|
||||
Pause = 5,
|
||||
}
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public struct ControlBindings
|
||||
{
|
||||
public int[] Pad;
|
||||
public int[] Baton;
|
||||
public int[] Touch;
|
||||
}
|
||||
|
||||
// FUTURE: Move Style needs to be implemented per-game (maybe implement checks for common actions?)
|
||||
|
||||
protected ControlBindings currentBindings;
|
||||
|
||||
protected int? playerNum;
|
||||
protected int directionStateCurrent = 0;
|
||||
protected int directionStateLast = 0;
|
||||
|
@ -148,21 +136,144 @@ namespace HeavenStudio.InputSystem
|
|||
public abstract void InitializeController();
|
||||
public abstract void UpdateState(); // Update the state of the controller
|
||||
|
||||
public abstract void OnSelected();
|
||||
|
||||
public abstract string GetDeviceName(); // Get the name of the controller
|
||||
public abstract string[] GetButtonNames(); // Get the names of the buttons on the controller
|
||||
public abstract InputFeatures GetFeatures(); // Get the features of the controller
|
||||
public abstract bool GetIsConnected();
|
||||
public abstract bool GetIsPoorConnection();
|
||||
|
||||
public abstract int GetLastButtonDown(); // Get the last button down
|
||||
public abstract KeyCode GetLastKeyDown(); // Get the last key down (used for keyboards and other devices that use Keycode)
|
||||
public abstract bool GetButton(int button); // is button currently pressed?
|
||||
public abstract bool GetButtonDown(int button); // is button just pressed?
|
||||
public abstract bool GetButtonUp(int button); // is button just released?
|
||||
public abstract float GetAxis(InputAxis axis); // Get the value of an axis
|
||||
public abstract bool GetHatDirection(InputDirection direction); // is direction active?
|
||||
public abstract bool GetHatDirectionDown(InputDirection direction); // direction just became active?
|
||||
public abstract bool GetHatDirectionUp(InputDirection direction); // direction just became inactive?
|
||||
public void SaveBindings()
|
||||
{
|
||||
if (!Directory.Exists($"{Application.persistentDataPath}/controls"))
|
||||
Directory.CreateDirectory($"{Application.persistentDataPath}/controls");
|
||||
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
|
||||
string json = JsonUtility.ToJson(currentBindings);
|
||||
File.WriteAllText(path, json);
|
||||
}
|
||||
|
||||
public abstract void SetPlayer(int? playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
|
||||
public abstract int? GetPlayer(); // Get the player number (null if no player)
|
||||
public void LoadBindings()
|
||||
{
|
||||
string path = $"{Application.persistentDataPath}/controls/{GetDeviceName()}.json";
|
||||
if (File.Exists(path))
|
||||
{
|
||||
string json = File.ReadAllText(path);
|
||||
currentBindings = JsonUtility.FromJson<ControlBindings>(json);
|
||||
}
|
||||
else
|
||||
{
|
||||
ResetBindings();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the controller's default mappings
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract ControlBindings GetDefaultBindings();
|
||||
|
||||
/// <summary>
|
||||
/// Resets the controller's mappings to default
|
||||
/// </summary>
|
||||
public abstract void ResetBindings();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the controller's current mappings
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract ControlBindings GetCurrentBindings();
|
||||
|
||||
/// <summary>
|
||||
/// Sets the controller's current mappings
|
||||
/// </summary>
|
||||
/// <param name="newBinds"></param>
|
||||
public abstract void SetCurrentBindings(ControlBindings newBinds);
|
||||
|
||||
/// <summary>
|
||||
/// Whether a given action can have be rebount
|
||||
/// </summary>
|
||||
/// <param name="action">action to check</param>
|
||||
/// <param name="style">control style to check</param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetIsActionUnbindable(int action, ControlStyles style);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last pressed physical button
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract int GetLastButtonDown();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the last pressed virtual action
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract int GetLastActionDown();
|
||||
|
||||
/// <summary>
|
||||
/// True if the given action is being held
|
||||
/// </summary>
|
||||
/// <param name="action"></param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetAction(int action);
|
||||
|
||||
/// <summary>
|
||||
/// True if the action was just pressed this Update
|
||||
/// </summary>
|
||||
/// <param name="action"></param>
|
||||
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetActionDown(int action, out double dt);
|
||||
|
||||
/// <summary>
|
||||
/// True if the action was just released this Update
|
||||
/// </summary>
|
||||
/// <param name="action"></param>
|
||||
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetActionUp(int action, out double dt);
|
||||
|
||||
/// <summary>
|
||||
/// Get the value of an analogue axis
|
||||
/// </summary>
|
||||
/// <param name="axis"></param>
|
||||
/// <returns></returns>
|
||||
public abstract float GetAxis(InputAxis axis);
|
||||
|
||||
/// <summary>
|
||||
/// True if the current direction is active
|
||||
/// </summary>
|
||||
/// <param name="direction"></param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetHatDirection(InputDirection direction);
|
||||
|
||||
/// <summary>
|
||||
/// True if the current direction just became active this Update
|
||||
/// </summary>
|
||||
/// <param name="direction"></param>
|
||||
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetHatDirectionDown(InputDirection direction, out double dt);
|
||||
|
||||
/// <summary>
|
||||
/// True if the current direction just became inactive this Update
|
||||
/// </summary>
|
||||
/// <param name="direction"></param>
|
||||
/// <param name="dt">time since the reported event, use to compensate for controller delays</param>
|
||||
/// <returns></returns>
|
||||
public abstract bool GetHatDirectionUp(InputDirection direction, out double dt);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the player number (starts at 1, set to -1 or null for no player)
|
||||
/// </summary>
|
||||
/// <param name="playerNum"></param>
|
||||
public abstract void SetPlayer(int? playerNum);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the player number (starts at 1, -1 or null for no player)
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract int? GetPlayer();
|
||||
|
||||
//public abstract Sprite GetDisplayIcon(); //"big icon" for the controller in the settings menu
|
||||
//public abstract Sprite GetPlaybackIcon(); //"small icon" for the controller during playback
|
||||
|
|
|
@ -1,3 +1,7 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -5,6 +9,16 @@ using HeavenStudio.InputSystem;
|
|||
|
||||
using static JSL;
|
||||
|
||||
namespace HeavenStudio.InputSystem
|
||||
{
|
||||
public class LoadOrder : Attribute {
|
||||
public int Order { get; set; }
|
||||
public LoadOrder(int order) {
|
||||
Order = order;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class PlayerInput
|
||||
|
@ -15,63 +29,60 @@ namespace HeavenStudio
|
|||
public const int DOWN = 2;
|
||||
public const int LEFT = 3;
|
||||
|
||||
///////////////////////////////
|
||||
////TEMPORARY JSL FUNCTIONS////
|
||||
///////////////////////////////
|
||||
|
||||
static int jslDevicesFound = 0;
|
||||
static int jslDevicesConnected = 0;
|
||||
static int[] jslDeviceHandles;
|
||||
|
||||
static List<InputController> inputDevices;
|
||||
|
||||
static InputController.ControlStyles currentControlStyle = InputController.ControlStyles.Pad;
|
||||
|
||||
public delegate InputController[] InputControllerInitializer();
|
||||
|
||||
public delegate void InputControllerDispose();
|
||||
public static event InputControllerDispose PlayerInputCleanUp;
|
||||
|
||||
public delegate InputController[] InputControllerRefresh();
|
||||
public static List<InputControllerRefresh> PlayerInputRefresh;
|
||||
|
||||
static List<InputControllerInitializer> loadRunners;
|
||||
static void BuildLoadRunnerList() {
|
||||
PlayerInputRefresh = new();
|
||||
loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
|
||||
.GetTypes()
|
||||
.Where(x => x.Namespace == "HeavenStudio.InputSystem.Loaders" && x.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static) != null)
|
||||
.Select(t => (InputControllerInitializer) Delegate.CreateDelegate(
|
||||
typeof(InputControllerInitializer),
|
||||
null,
|
||||
t.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static),
|
||||
false
|
||||
))
|
||||
.ToList();
|
||||
|
||||
loadRunners.Sort((x, y) => x.Method.GetCustomAttribute<LoadOrder>().Order.CompareTo(y.Method.GetCustomAttribute<LoadOrder>().Order));
|
||||
}
|
||||
|
||||
public static int InitInputControllers()
|
||||
{
|
||||
inputDevices = new List<InputController>();
|
||||
//Keyboard setup
|
||||
InputKeyboard keyboard = new InputKeyboard();
|
||||
keyboard.SetPlayer(1);
|
||||
keyboard.InitializeController();
|
||||
inputDevices.Add(keyboard);
|
||||
//end Keyboard setup
|
||||
|
||||
//JoyShock setup
|
||||
Debug.Log("Flushing possible JoyShocks...");
|
||||
DisconnectJoyshocks();
|
||||
|
||||
jslDevicesFound = JslConnectDevices();
|
||||
if (jslDevicesFound > 0)
|
||||
{
|
||||
jslDeviceHandles = new int[jslDevicesFound];
|
||||
jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
|
||||
if (jslDevicesConnected < jslDevicesFound)
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks, but only " + jslDevicesConnected + " are connected.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
|
||||
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
|
||||
}
|
||||
|
||||
foreach (int i in jslDeviceHandles)
|
||||
{
|
||||
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
|
||||
InputJoyshock joyshock = new InputJoyshock(i);
|
||||
joyshock.InitializeController();
|
||||
joyshock.SetPlayer(inputDevices.Count + 1);
|
||||
inputDevices.Add(joyshock);
|
||||
|
||||
BuildLoadRunnerList();
|
||||
foreach (InputControllerInitializer runner in loadRunners) {
|
||||
InputController[] controllers = runner();
|
||||
if (controllers != null) {
|
||||
inputDevices.AddRange(controllers);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("No JoyShocks found.");
|
||||
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
public static int RefreshInputControllers()
|
||||
{
|
||||
inputDevices = new List<InputController>();
|
||||
if (PlayerInputRefresh != null) {
|
||||
foreach (InputControllerRefresh runner in PlayerInputRefresh) {
|
||||
InputController[] controllers = runner();
|
||||
if (controllers != null) {
|
||||
inputDevices.AddRange(controllers);
|
||||
}
|
||||
}
|
||||
}
|
||||
//end JoyShock setup
|
||||
|
||||
//TODO: XInput setup (boo)
|
||||
//end XInput setup
|
||||
|
||||
return inputDevices.Count;
|
||||
}
|
||||
|
||||
|
@ -159,28 +170,15 @@ namespace HeavenStudio
|
|||
}
|
||||
}
|
||||
|
||||
public static void DisconnectJoyshocks()
|
||||
public static void CleanUp()
|
||||
{
|
||||
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
|
||||
{
|
||||
foreach (InputController i in inputDevices)
|
||||
{
|
||||
if (typeof(InputJoyshock) == i.GetType())
|
||||
{
|
||||
InputJoyshock joy = (InputJoyshock)i;
|
||||
joy.DisconnectJoyshock();
|
||||
}
|
||||
}
|
||||
}
|
||||
JslDisconnectAndDisposeAll();
|
||||
jslDevicesFound = 0;
|
||||
jslDevicesConnected = 0;
|
||||
PlayerInputCleanUp?.Invoke();
|
||||
}
|
||||
|
||||
// The autoplay isn't activated AND
|
||||
// The song is actually playing AND
|
||||
// The GameManager allows you to Input
|
||||
public static bool playerHasControl()
|
||||
public static bool PlayerHasControl()
|
||||
{
|
||||
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
@ -194,39 +192,63 @@ namespace HeavenStudio
|
|||
|
||||
public static bool Pressed(bool includeDPad = false)
|
||||
{
|
||||
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
|
||||
bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool Pressed(out double dt, bool includeDPad = false)
|
||||
{
|
||||
bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionDown());
|
||||
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool PressedUp(bool includeDPad = false)
|
||||
{
|
||||
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
|
||||
bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionUp());
|
||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool PressedUp(out double dt, bool includeDPad = false)
|
||||
{
|
||||
bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionUp());
|
||||
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
public static bool Pressing(bool includeDPad = false)
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
|
||||
bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.East) || (includeDPad && GetAnyDirection());
|
||||
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
|
||||
}
|
||||
|
||||
|
||||
public static bool AltPressed()
|
||||
{
|
||||
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
|
||||
return down && playerHasControl();
|
||||
bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out _);
|
||||
return down && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressed(out double dt)
|
||||
{
|
||||
bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out dt);
|
||||
return down && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressedUp()
|
||||
{
|
||||
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
|
||||
return up && playerHasControl();
|
||||
bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out _);
|
||||
return up && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressedUp(out double dt)
|
||||
{
|
||||
bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out dt);
|
||||
return up && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool AltPressing()
|
||||
{
|
||||
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
|
||||
return pressing && playerHasControl();
|
||||
bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.South);
|
||||
return pressing && PlayerHasControl();
|
||||
}
|
||||
|
||||
//Directions
|
||||
|
@ -234,23 +256,45 @@ namespace HeavenStudio
|
|||
public static bool GetAnyDirectionDown()
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
return (c.GetHatDirectionDown((InputController.InputDirection) UP, out _)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN, out _)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT, out _)
|
||||
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT, out _)
|
||||
) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionDown(out double dt)
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
bool r1 = c.GetHatDirectionDown((InputController.InputDirection)UP, out double d1);
|
||||
bool r2 = c.GetHatDirectionDown((InputController.InputDirection)DOWN, out double d2);
|
||||
bool r3 = c.GetHatDirectionDown((InputController.InputDirection)LEFT, out double d3);
|
||||
bool r4 = c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out double d4);
|
||||
bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
|
||||
dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionUp()
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
return (c.GetHatDirectionUp((InputController.InputDirection) UP, out _)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN, out _)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT, out _)
|
||||
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT, out _)
|
||||
) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetAnyDirectionUp(out double dt)
|
||||
{
|
||||
InputController c = GetInputController(1);
|
||||
bool r1 = c.GetHatDirectionUp((InputController.InputDirection)UP, out double d1);
|
||||
bool r2 = c.GetHatDirectionUp((InputController.InputDirection)DOWN, out double d2);
|
||||
bool r3 = c.GetHatDirectionUp((InputController.InputDirection)LEFT, out double d3);
|
||||
bool r4 = c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out double d4);
|
||||
bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
|
||||
dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
|
||||
return r;
|
||||
}
|
||||
|
||||
public static bool GetAnyDirection()
|
||||
|
@ -260,23 +304,32 @@ namespace HeavenStudio
|
|||
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|
||||
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|
||||
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
|
||||
) && playerHasControl();
|
||||
|
||||
) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirection(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
|
||||
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionDown(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
|
||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out _) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionUp(int direction)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
|
||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out _) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionDown(int direction, out double dt)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out dt) && PlayerHasControl();
|
||||
}
|
||||
|
||||
public static bool GetSpecificDirectionUp(int direction, out double dt)
|
||||
{
|
||||
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out dt) && PlayerHasControl();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,13 +41,13 @@ namespace HeavenStudio.Common
|
|||
{
|
||||
if (cond.songPositionInBeatsAsDouble > starStart && state == StarState.In)
|
||||
{
|
||||
double offset = cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime));
|
||||
double offset = cond.SecsToBeats(Minigame.AceEarlyTime()-1, cond.GetBpmAtBeat(StarTargetTime));
|
||||
if (cond.songPositionInBeatsAsDouble <= starStart + starLength + offset)
|
||||
starAnim.DoScaledAnimation("StarIn", starStart, starLength + (float)offset);
|
||||
else
|
||||
starAnim.Play("StarIn", -1, 1f);
|
||||
|
||||
offset = cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime));
|
||||
offset = cond.SecsToBeats(Minigame.AceLateTime()-1, cond.GetBpmAtBeat(StarTargetTime));
|
||||
if (cond.songPositionInBeatsAsDouble > starStart + starLength + offset)
|
||||
KillStar();
|
||||
}
|
||||
|
@ -94,8 +94,8 @@ namespace HeavenStudio.Common
|
|||
public bool DoStarJust()
|
||||
{
|
||||
if (state == StarState.In &&
|
||||
cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceStartTime()-1, cond.GetBpmAtBeat(StarTargetTime)) &&
|
||||
cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceEndTime()-1, cond.GetBpmAtBeat(StarTargetTime))
|
||||
cond.songPositionInBeatsAsDouble >= StarTargetTime + cond.SecsToBeats(Minigame.AceEarlyTime()-1, cond.GetBpmAtBeat(StarTargetTime)) &&
|
||||
cond.songPositionInBeatsAsDouble <= StarTargetTime + cond.SecsToBeats(Minigame.AceLateTime()-1, cond.GetBpmAtBeat(StarTargetTime))
|
||||
)
|
||||
{
|
||||
state = StarState.Collected;
|
||||
|
|
|
@ -87,12 +87,12 @@ namespace HeavenStudio.Common
|
|||
// SetArrowPos(time);
|
||||
|
||||
// no Clamp() because double
|
||||
time = System.Math.Max(Minigame.EarlyTime(), System.Math.Min(Minigame.EndTime(), time));
|
||||
time = System.Math.Max(Minigame.NgEarlyTime(), System.Math.Min(Minigame.NgLateTime(), time));
|
||||
|
||||
if (time >= Minigame.AceStartTime() && time <= Minigame.AceEndTime())
|
||||
if (time >= Minigame.AceEarlyTime() && time <= Minigame.AceLateTime())
|
||||
{
|
||||
type = Rating.Just;
|
||||
frac = (float)((time - Minigame.AceStartTime()) / (Minigame.AceEndTime() - Minigame.AceStartTime()));
|
||||
frac = (float)((time - Minigame.AceEarlyTime()) / (Minigame.AceLateTime() - Minigame.AceEarlyTime()));
|
||||
y = barJustTransform.localScale.y * frac - (barJustTransform.localScale.y * 0.5f);
|
||||
}
|
||||
else
|
||||
|
@ -100,32 +100,32 @@ namespace HeavenStudio.Common
|
|||
if (time > 1.0)
|
||||
{
|
||||
// goes "down"
|
||||
if (time <= Minigame.LateTime())
|
||||
if (time <= Minigame.JustLateTime())
|
||||
{
|
||||
type = Rating.OK;
|
||||
frac = (float)((time - Minigame.AceEndTime()) / (Minigame.LateTime() - Minigame.AceEndTime()));
|
||||
frac = (float)((time - Minigame.AceLateTime()) / (Minigame.JustLateTime() - Minigame.AceLateTime()));
|
||||
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * frac) + barJustTransform.localScale.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
type = Rating.NG;
|
||||
frac = (float)((time - Minigame.LateTime()) / (Minigame.EndTime() - Minigame.LateTime()));
|
||||
frac = (float)((time - Minigame.JustLateTime()) / (Minigame.NgLateTime() - Minigame.JustLateTime()));
|
||||
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * frac) + barOKTransform.localScale.y;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// goes "up"
|
||||
if (time >= Minigame.PerfectTime())
|
||||
if (time >= Minigame.JustEarlyTime())
|
||||
{
|
||||
type = Rating.OK;
|
||||
frac = (float)((time - Minigame.PerfectTime()) / (Minigame.AceStartTime() - Minigame.PerfectTime()));
|
||||
frac = (float)((time - Minigame.JustEarlyTime()) / (Minigame.AceEarlyTime() - Minigame.JustEarlyTime()));
|
||||
y = ((barOKTransform.localScale.y - barJustTransform.localScale.y) * -frac) - barJustTransform.localScale.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
type = Rating.NG;
|
||||
frac = (float)((time - Minigame.EarlyTime()) / (Minigame.PerfectTime() - Minigame.EarlyTime()));
|
||||
frac = (float)((time - Minigame.NgEarlyTime()) / (Minigame.JustEarlyTime() - Minigame.NgEarlyTime()));
|
||||
y = ((barNGTransform.localScale.y - barOKTransform.localScale.y) * -frac) - barOKTransform.localScale.y;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,7 +85,7 @@ namespace HeavenStudio.Common
|
|||
void Update()
|
||||
{
|
||||
if (isQuitting) return;
|
||||
if (PlayerInput.GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadPause))
|
||||
if (PlayerInput.GetInputController(1).GetActionDown((int) InputController.ActionsPad.Pause, out _))
|
||||
{
|
||||
if (isPaused)
|
||||
{
|
||||
|
@ -98,7 +98,7 @@ namespace HeavenStudio.Common
|
|||
}
|
||||
else if (isPaused && canPick && !settingsDialog.IsOpen)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadUp))
|
||||
if (Input.GetKeyDown(KeyCode.UpArrow) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.Up, out _))
|
||||
{
|
||||
optionSelected--;
|
||||
if (optionSelected < 0)
|
||||
|
@ -107,7 +107,7 @@ namespace HeavenStudio.Common
|
|||
}
|
||||
ChooseOption((Options) optionSelected);
|
||||
}
|
||||
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadDown))
|
||||
else if (Input.GetKeyDown(KeyCode.DownArrow) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.Down, out _))
|
||||
{
|
||||
optionSelected++;
|
||||
if (optionSelected > optionHolder.transform.childCount - 1)
|
||||
|
@ -116,7 +116,7 @@ namespace HeavenStudio.Common
|
|||
}
|
||||
ChooseOption((Options) optionSelected);
|
||||
}
|
||||
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetButtonDown((int)InputController.ButtonsPad.PadE))
|
||||
else if (Input.GetKeyDown(KeyCode.Return) || PlayerInput.GetInputController(1).GetActionDown((int)InputController.ActionsPad.East, out _))
|
||||
{
|
||||
UseOption((Options) optionSelected);
|
||||
}
|
||||
|
|
|
@ -4,6 +4,7 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
using HeavenStudio;
|
||||
using HeavenStudio.Util;
|
||||
|
@ -20,97 +21,155 @@ namespace HeavenStudio.Editor
|
|||
[SerializeField] private GameObject pairSearchItem;
|
||||
[SerializeField] private GameObject autoSearchLabel;
|
||||
[SerializeField] private GameObject pairSearchLabel;
|
||||
[SerializeField] private GameObject pairSearchCancelBt;
|
||||
[SerializeField] private TMP_Text pairingLabel;
|
||||
[SerializeField] private List<GameObject> controllerIcons;
|
||||
|
||||
[SerializeField] private Material controllerMat;
|
||||
|
||||
[SerializeField] private List<GameObject> PadBindingsMenus;
|
||||
[SerializeField] private List<GameObject> BatonBindingsMenus;
|
||||
[SerializeField] private List<GameObject> TouchBindingsMenus;
|
||||
|
||||
[SerializeField] private List<TMP_Text> PadBindingsTxt;
|
||||
[SerializeField] private List<TMP_Text> BatonBindingsTxt;
|
||||
[SerializeField] private List<TMP_Text> TouchBindingsTxt;
|
||||
|
||||
private bool isAutoSearching = false;
|
||||
private bool isPairSearching = false;
|
||||
private bool pairSelectLR = false; //true = left, false = right
|
||||
|
||||
private bool bindAllMode;
|
||||
private int currentBindingBt;
|
||||
|
||||
private void Start() {
|
||||
numConnectedLabel.text = "Connected: " + PlayerInput.GetNumControllersConnected();
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
|
||||
PopulateControllersDropdown();
|
||||
|
||||
pairSearchItem.SetActive(false);
|
||||
|
||||
ShowControllerBinds(PlayerInput.GetInputController(1));
|
||||
ShowControllerIcon(PlayerInput.GetInputController(1));
|
||||
|
||||
controllersDropdown.onValueChanged.AddListener(delegate
|
||||
{
|
||||
InputController lastController = PlayerInput.GetInputController(1);
|
||||
InputController newController = PlayerInput.GetInputControllers()[controllersDropdown.value];
|
||||
|
||||
AssignController(newController, lastController);
|
||||
});
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (isAutoSearching) {
|
||||
var controllers = PlayerInput.GetInputControllers();
|
||||
foreach (var controller in controllers) {
|
||||
if (controller.GetLastButtonDown() > 0 || controller.GetLastKeyDown() > 0) {
|
||||
InputController lastController = PlayerInput.GetInputController(1);
|
||||
isAutoSearching = false;
|
||||
autoSearchLabel.SetActive(false);
|
||||
AssignController(controller, lastController);
|
||||
InputController currentController = PlayerInput.GetInputController(1);
|
||||
if (currentBindingBt >= 0)
|
||||
{
|
||||
int bt = currentController.GetLastButtonDown();
|
||||
if (bt > 0)
|
||||
{
|
||||
InputController.ControlBindings binds = currentController.GetCurrentBindings();
|
||||
binds.Pad[currentBindingBt] = bt;
|
||||
currentController.SetCurrentBindings(binds);
|
||||
currentControllerLabel.text = "Current Controller: " + currentController.GetDeviceName();
|
||||
ShowControllerBinds(currentController);
|
||||
AdvanceAutoBind(currentController);
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isAutoSearching) {
|
||||
var controllers = PlayerInput.GetInputControllers();
|
||||
foreach (var newController in controllers) {
|
||||
if (newController.GetLastButtonDown() > 0)
|
||||
{
|
||||
isAutoSearching = false;
|
||||
autoSearchLabel.SetActive(false);
|
||||
AssignController(newController, currentController);
|
||||
|
||||
controllersDropdown.value = PlayerInput.GetInputControllerId(1);
|
||||
controllersDropdown.value = PlayerInput.GetInputControllerId(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (isPairSearching) {
|
||||
var controllers = PlayerInput.GetInputControllers();
|
||||
InputController.InputFeatures lrFlag = pairSelectLR ? InputController.InputFeatures.Extra_SplitControllerLeft : InputController.InputFeatures.Extra_SplitControllerRight;
|
||||
foreach (var pairController in controllers) {
|
||||
if (pairController == currentController) continue;
|
||||
|
||||
InputController.InputFeatures features = pairController.GetFeatures();
|
||||
if (!features.HasFlag(lrFlag)) continue;
|
||||
|
||||
if (pairController.GetLastButtonDown() > 0)
|
||||
{
|
||||
(PlayerInput.GetInputController(1) as InputJoyshock)?.AssignOtherHalf((InputJoyshock) pairController);
|
||||
isPairSearching = false;
|
||||
pairSearchLabel.SetActive(false);
|
||||
currentControllerLabel.text = "Current Controller: " + pairController.GetDeviceName();
|
||||
pairingLabel.text = "Joy-Con Pair Selected\nPairing Successful!";
|
||||
ShowControllerIcon(pairController);
|
||||
|
||||
currentController.OnSelected();
|
||||
pairController.OnSelected();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (isPairSearching) {
|
||||
var controllers = PlayerInput.GetInputControllers();
|
||||
InputController.InputFeatures lrFlag = pairSelectLR ? InputController.InputFeatures.Extra_SplitControllerLeft : InputController.InputFeatures.Extra_SplitControllerRight;
|
||||
foreach (var controller in controllers) {
|
||||
if (controller == PlayerInput.GetInputController(1)) continue;
|
||||
InputController.InputFeatures features = controller.GetFeatures();
|
||||
if (!features.HasFlag(lrFlag)) continue;
|
||||
if (controller.GetLastButtonDown() > 0 || controller.GetLastKeyDown() > 0) {
|
||||
InputJoyshock con = (InputJoyshock) PlayerInput.GetInputController(1);
|
||||
con.AssignOtherHalf((InputJoyshock) controller);
|
||||
isPairSearching = false;
|
||||
pairSearchLabel.SetActive(false);
|
||||
currentControllerLabel.text = "Current Controller: " + controller.GetDeviceName();
|
||||
pairingLabel.text = "Joy-Con Pair Selected\nPairing Successful!";
|
||||
ShowControllerIcon(controller);
|
||||
}
|
||||
|
||||
StartCoroutine(SelectionVibrate(con));
|
||||
StartCoroutine(SelectionVibrate((InputJoyshock) controller));
|
||||
}
|
||||
void AdvanceAutoBind(InputController currentController)
|
||||
{
|
||||
if (bindAllMode)
|
||||
{
|
||||
currentBindingBt++;
|
||||
Debug.Log("Binding: " + currentBindingBt);
|
||||
while (currentController.GetIsActionUnbindable(currentBindingBt, InputController.ControlStyles.Pad) && currentBindingBt < (int)InputController.ActionsPad.Pause)
|
||||
{
|
||||
currentBindingBt++;
|
||||
Debug.Log("Unbindable, binding: " + currentBindingBt);
|
||||
}
|
||||
if (currentBindingBt > (int)InputController.ActionsPad.Pause)
|
||||
{
|
||||
currentController.SaveBindings();
|
||||
CancelBind();
|
||||
return;
|
||||
}
|
||||
|
||||
currentControllerLabel.text = $"Now Binding: {(InputController.ActionsPad) currentBindingBt}";
|
||||
}
|
||||
else
|
||||
{
|
||||
currentController.SaveBindings();
|
||||
CancelBind();
|
||||
}
|
||||
}
|
||||
|
||||
void AssignController(InputController newController, InputController lastController)
|
||||
{
|
||||
Debug.Log("Assigning controller: " + newController.GetDeviceName());
|
||||
|
||||
lastController.SetPlayer(-1);
|
||||
newController.SetPlayer(1);
|
||||
|
||||
if (typeof(InputJoyshock) == lastController.GetType()) {
|
||||
InputJoyshock con = (InputJoyshock) lastController;
|
||||
con.UnAssignOtherHalf();
|
||||
if ((lastController as InputJoyshock) != null)
|
||||
{
|
||||
(lastController as InputJoyshock)?.UnAssignOtherHalf();
|
||||
}
|
||||
|
||||
if (typeof(InputJoyshock) == newController.GetType()) {
|
||||
InputJoyshock con = (InputJoyshock) newController;
|
||||
StartCoroutine(SelectionVibrate(con));
|
||||
con.UnAssignOtherHalf();
|
||||
if ((newController as InputJoyshock) != null)
|
||||
{
|
||||
newController.OnSelected();
|
||||
(newController as InputJoyshock)?.UnAssignOtherHalf();
|
||||
}
|
||||
|
||||
currentControllerLabel.text = "Current Controller: " + newController.GetDeviceName();
|
||||
|
||||
ShowControllerBinds(newController);
|
||||
ShowControllerIcon(newController);
|
||||
|
||||
InputController.InputFeatures features = newController.GetFeatures();
|
||||
if (features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft)) {
|
||||
pairingLabel.text = "Joy-Con (L) Selected\nPress A to pair with Joy-Con (R)";
|
||||
pairingLabel.text = "Joy-Con (L) Selected\nPress any button on Joy-Con (R) to pair.";
|
||||
|
||||
pairSelectLR = !features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft);
|
||||
pairSearchItem.SetActive(true);
|
||||
StartPairSearch();
|
||||
}
|
||||
else if (features.HasFlag(InputController.InputFeatures.Extra_SplitControllerRight)) {
|
||||
pairingLabel.text = "Joy-Con (R) Selected\nPress A to pair with Joy-Con (L)";
|
||||
pairingLabel.text = "Joy-Con (R) Selected\nPress any button on Joy-Con (L) to pair.";
|
||||
|
||||
pairSelectLR = !features.HasFlag(InputController.InputFeatures.Extra_SplitControllerLeft);
|
||||
pairSearchItem.SetActive(true);
|
||||
|
@ -122,7 +181,53 @@ namespace HeavenStudio.Editor
|
|||
}
|
||||
}
|
||||
|
||||
public void ControllerDropdownChange()
|
||||
{
|
||||
CancelBind();
|
||||
InputController lastController = PlayerInput.GetInputController(1);
|
||||
lastController.SaveBindings();
|
||||
InputController newController = PlayerInput.GetInputControllers()[controllersDropdown.value];
|
||||
|
||||
AssignController(newController, lastController);
|
||||
}
|
||||
|
||||
public void StartBindSingle(int bt)
|
||||
{
|
||||
CancelBind();
|
||||
if (PlayerInput.GetInputController(1).GetIsActionUnbindable(bt, InputController.ControlStyles.Pad))
|
||||
{
|
||||
return;
|
||||
}
|
||||
currentBindingBt = bt;
|
||||
currentControllerLabel.text = $"Now Binding: {(InputController.ActionsPad) bt}";
|
||||
}
|
||||
|
||||
public void StartBindAll()
|
||||
{
|
||||
CancelBind();
|
||||
bindAllMode = true;
|
||||
currentBindingBt = -1;
|
||||
AdvanceAutoBind(PlayerInput.GetInputController(1));
|
||||
}
|
||||
|
||||
public void CancelBind()
|
||||
{
|
||||
bindAllMode = false;
|
||||
currentBindingBt = -1;
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
|
||||
}
|
||||
|
||||
public void ResetBindings()
|
||||
{
|
||||
CancelBind();
|
||||
InputController controller = PlayerInput.GetInputController(1);
|
||||
controller.ResetBindings();
|
||||
ShowControllerBinds(controller);
|
||||
controller.SaveBindings();
|
||||
}
|
||||
|
||||
public void StartAutoSearch() {
|
||||
CancelBind();
|
||||
if (!isPairSearching)
|
||||
{
|
||||
autoSearchLabel.SetActive(true);
|
||||
|
@ -131,15 +236,19 @@ namespace HeavenStudio.Editor
|
|||
}
|
||||
|
||||
public void StartPairSearch() {
|
||||
CancelBind();
|
||||
if (!isAutoSearching) {
|
||||
pairSearchLabel.SetActive(true);
|
||||
pairSearchCancelBt.SetActive(true);
|
||||
isPairSearching = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void CancelPairSearch() {
|
||||
CancelBind();
|
||||
if (isPairSearching) {
|
||||
pairSearchLabel.SetActive(false);
|
||||
pairSearchCancelBt.SetActive(false);
|
||||
isPairSearching = false;
|
||||
pairingLabel.text = "Joy-Con Selected\nPairing was cancelled.";
|
||||
}
|
||||
|
@ -147,7 +256,7 @@ namespace HeavenStudio.Editor
|
|||
|
||||
public void SearchAndConnectControllers()
|
||||
{
|
||||
int connected = PlayerInput.InitInputControllers();
|
||||
int connected = PlayerInput.RefreshInputControllers();
|
||||
numConnectedLabel.text = "Connected: " + connected;
|
||||
currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
|
||||
PopulateControllersDropdown();
|
||||
|
@ -165,12 +274,40 @@ namespace HeavenStudio.Editor
|
|||
}
|
||||
controllersDropdown.ClearOptions();
|
||||
controllersDropdown.AddOptions(dropDownData);
|
||||
controllersDropdown.value = 0;
|
||||
controllersDropdown.value = PlayerInput.GetInputControllerId(1);
|
||||
}
|
||||
|
||||
public void ShowControllerBinds(InputController controller)
|
||||
{
|
||||
string[] buttons = controller.GetButtonNames();
|
||||
|
||||
//show binds
|
||||
int ac = 0;
|
||||
foreach (int i in controller.GetCurrentBindings().Pad)
|
||||
{
|
||||
if (ac >= PadBindingsTxt.Count) break;
|
||||
|
||||
if (i == -1)
|
||||
{
|
||||
PadBindingsTxt[ac].text = "NOT BOUND";
|
||||
}
|
||||
else if (buttons[i] == null)
|
||||
{
|
||||
PadBindingsTxt[ac].text = "UNKNOWN";
|
||||
}
|
||||
else
|
||||
{
|
||||
PadBindingsTxt[ac].text = buttons[i];
|
||||
}
|
||||
ac++;
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowControllerIcon(InputController controller)
|
||||
{
|
||||
string name = controller.GetDeviceName();
|
||||
|
||||
//show icon
|
||||
foreach (var icon in controllerIcons)
|
||||
{
|
||||
if (icon.name == name)
|
||||
|
@ -182,6 +319,7 @@ namespace HeavenStudio.Editor
|
|||
icon.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
//setup material
|
||||
Color colour;
|
||||
switch (name)
|
||||
|
@ -235,23 +373,14 @@ namespace HeavenStudio.Editor
|
|||
}
|
||||
}
|
||||
|
||||
IEnumerator SelectionVibrate(InputJoyshock controller)
|
||||
{
|
||||
JslSetRumbleFrequency(controller.GetHandle(), 0.4f, 0.4f, 80f, 160f);
|
||||
yield return new WaitForSeconds(0.15f);
|
||||
JslSetRumbleFrequency(controller.GetHandle(), 0f, 0f, 0f, 0f);
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
JslSetRumbleFrequency(controller.GetHandle(), 0.5f, 0.5f, 160f, 320f);
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
JslSetRumbleFrequency(controller.GetHandle(), 0f, 0f, 0f, 0f);
|
||||
}
|
||||
|
||||
public override void OnOpenTab()
|
||||
{
|
||||
CancelBind();
|
||||
}
|
||||
|
||||
public override void OnCloseTab()
|
||||
{
|
||||
CancelBind();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue