Added Checkbox Parameter + Toggle Inputs Event

So now you can disable inputs if you need to :)
This commit is contained in:
Carson Kompon 2022-03-01 02:27:49 -05:00
parent daf19fae54
commit 687f2b53f4
8 changed files with 42 additions and 8 deletions

View file

@ -25,6 +25,7 @@ namespace RhythmHeavenMania
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valA;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valB;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valC; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public float valC;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public bool toggle;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public int type2;
[JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease; [JsonProperty(DefaultValueHandling = DefaultValueHandling.Ignore)] public EasingFunction.Ease ease;

View file

@ -36,6 +36,7 @@ namespace RhythmHeavenMania
public float startBeat; public float startBeat;
[NonSerialized] public GameObject currentGameO; [NonSerialized] public GameObject currentGameO;
public bool autoplay; public bool autoplay;
public bool canInput = true;
public event Action<float> onBeatChanged; public event Action<float> onBeatChanged;
@ -195,10 +196,16 @@ namespace RhythmHeavenMania
} }
} }
public void ToggleInputs(bool inputs)
{
canInput = inputs;
}
#region Play Events #region Play Events
public void Play(float beat) public void Play(float beat)
{ {
canInput = true;
StartCoroutine(PlayCo(beat)); StartCoroutine(PlayCo(beat));
onBeatChanged?.Invoke(beat); onBeatChanged?.Invoke(beat);
} }

View file

@ -33,7 +33,7 @@ namespace RhythmHeavenMania.Games
{ {
if (aceTimes == 0) if (aceTimes == 0)
{ {
if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && normalizedBeat > 0.99f) if (triggersAutoplay && (GameManager.instance.autoplay || autoPlay) && GameManager.instance.canInput && normalizedBeat > 0.99f)
{ {
OnAce(); OnAce();
if (!autoPlay) if (!autoPlay)

View file

@ -358,7 +358,7 @@ namespace RhythmHeavenMania.Games.SpaceSoccer
private void CheckIfFall(float normalizedBeat) private void CheckIfFall(float normalizedBeat)
{ {
if (normalizedBeat > Minigame.LateTime() && !GameManager.instance.autoplay) if (normalizedBeat > Minigame.LateTime() && (!GameManager.instance.autoplay || !GameManager.instance.canInput))
{ {
Jukebox.PlayOneShotGame("spaceSoccer/missNeutral"); Jukebox.PlayOneShotGame("spaceSoccer/missNeutral");
ball = null; ball = null;

View file

@ -15,6 +15,7 @@ namespace RhythmHeavenMania.Editor
[Header("Property Prefabs")] [Header("Property Prefabs")]
[SerializeField] private GameObject IntegerP; [SerializeField] private GameObject IntegerP;
[SerializeField] private GameObject FloatP; [SerializeField] private GameObject FloatP;
[SerializeField] private GameObject BooleanP;
[SerializeField] private GameObject DropdownP; [SerializeField] private GameObject DropdownP;
[SerializeField] private GameObject ColorP; [SerializeField] private GameObject ColorP;
@ -106,6 +107,10 @@ namespace RhythmHeavenMania.Editor
{ {
prefab = FloatP; prefab = FloatP;
} }
else if(type is bool)
{
prefab = BooleanP;
}
else if (objType.IsEnum) else if (objType.IsEnum)
{ {
prefab = DropdownP; prefab = DropdownP;

View file

@ -21,6 +21,10 @@ namespace RhythmHeavenMania.Editor
public Slider slider; public Slider slider;
public TMP_InputField inputField; public TMP_InputField inputField;
[Header("Boolean")]
[Space(10)]
public Toggle toggle;
[Header("Dropdown")] [Header("Dropdown")]
[Space(10)] [Space(10)]
public TMP_Dropdown dropdown; public TMP_Dropdown dropdown;
@ -86,6 +90,15 @@ namespace RhythmHeavenMania.Editor
parameterManager.entity[propertyName] = slider.value; parameterManager.entity[propertyName] = slider.value;
}); });
} }
else if(type is bool)
{
toggle.isOn = (bool)type;
toggle.onValueChanged.AddListener(delegate
{
parameterManager.entity[propertyName] = toggle.isOn;
});
}
else if (objType.IsEnum) else if (objType.IsEnum)
{ {
List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>(); List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();

View file

@ -105,6 +105,13 @@ namespace RhythmHeavenMania
new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"), new Param("valB", new EntityTypes.Float(0, 1, 0), "End Opacity"),
new Param("ease", EasingFunction.Ease.Linear, "Ease") new Param("ease", EasingFunction.Ease.Linear, "Ease")
} ), } ),
new GameAction("toggle inputs", delegate
{
GameManager.instance.ToggleInputs(eventCaller.currentEntity.toggle);
}, 0.5f, true, new List<Param>()
{
new Param("toggle", true, "Enable Inputs")
}),
}), }),
new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>() new Minigame("countIn", "Count-Ins", "", false, true, new List<GameAction>()
{ {

View file

@ -6,38 +6,39 @@ namespace RhythmHeavenMania
{ {
public class PlayerInput public class PlayerInput
{ {
public static bool Pressed(bool includeDPad = false) public static bool Pressed(bool includeDPad = false)
{ {
bool keyDown = Input.GetKeyDown(KeyCode.Z) || (includeDPad && GetAnyDirectionDown()); bool keyDown = Input.GetKeyDown(KeyCode.Z) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
} }
public static bool PressedUp(bool includeDPad = false) public static bool PressedUp(bool includeDPad = false)
{ {
bool keyUp = Input.GetKeyUp(KeyCode.Z) || (includeDPad && GetAnyDirectionUp()); bool keyUp = Input.GetKeyUp(KeyCode.Z) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
} }
public static bool Pressing(bool includeDPad = false) public static bool Pressing(bool includeDPad = false)
{ {
bool pressing = Input.GetKey(KeyCode.Z) || (includeDPad && GetAnyDirection()); bool pressing = Input.GetKey(KeyCode.Z) || (includeDPad && GetAnyDirection());
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
} }
public static bool AltPressed() public static bool AltPressed()
{ {
return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
} }
public static bool AltPressedUp() public static bool AltPressedUp()
{ {
return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
} }
public static bool AltPressing() public static bool AltPressing()
{ {
return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying; return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
} }
public static bool GetAnyDirectionDown() public static bool GetAnyDirectionDown()