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Fixed Input bugs + Optimizations
-- On the PlayerInput class -- FIXED: Bug where Directions input were still recorded even with autoplay on OPTIMIZED: Moved the conditions wether player had control in it's own method so we can re-use the same condition on new methods
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2 changed files with 19 additions and 10 deletions
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@ -74,7 +74,7 @@ namespace HeavenStudio.Games
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this.audienceReacting = audienceReacting;
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coin = ScheduleInput(beat, 6f, InputType.STANDARD_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
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coin = ScheduleInput(beat, 6f, InputType.DIRECTION_DOWN, CatchSuccess, CatchMiss, CatchEmpty);
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}
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public void CatchSuccess(int state)
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@ -28,44 +28,53 @@ namespace HeavenStudio
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public static bool AltPressed()
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{
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return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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return Input.GetKeyDown(KeyCode.X) && playerHasControl();
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}
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public static bool AltPressedUp()
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{
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return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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return Input.GetKeyUp(KeyCode.X) && playerHasControl();
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}
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public static bool AltPressing()
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{
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return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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return Input.GetKey(KeyCode.X) && playerHasControl();
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}
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public static bool GetAnyDirectionDown()
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{
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return Input.GetKeyDown(KeyCode.UpArrow)
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return (Input.GetKeyDown(KeyCode.UpArrow)
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|| Input.GetKeyDown(KeyCode.DownArrow)
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|| Input.GetKeyDown(KeyCode.LeftArrow)
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|| Input.GetKeyDown(KeyCode.RightArrow);
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|| Input.GetKeyDown(KeyCode.RightArrow)) && playerHasControl();
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}
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public static bool GetAnyDirectionUp()
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{
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return Input.GetKeyUp(KeyCode.UpArrow)
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return (Input.GetKeyUp(KeyCode.UpArrow)
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|| Input.GetKeyUp(KeyCode.DownArrow)
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|| Input.GetKeyUp(KeyCode.LeftArrow)
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|| Input.GetKeyUp(KeyCode.RightArrow);
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|| Input.GetKeyUp(KeyCode.RightArrow)) && playerHasControl();
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}
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public static bool GetAnyDirection()
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{
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return Input.GetKey(KeyCode.UpArrow)
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return (Input.GetKey(KeyCode.UpArrow)
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|| Input.GetKey(KeyCode.DownArrow)
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|| Input.GetKey(KeyCode.LeftArrow)
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|| Input.GetKey(KeyCode.RightArrow);
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|| Input.GetKey(KeyCode.RightArrow)) && playerHasControl();
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}
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// The autoplay isn't activated AND
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// The song is actually playing AND
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// The GameManager allows you to Input
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public static bool playerHasControl()
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{
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return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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}
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}
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