mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 01:25:12 +00:00
Alternate Control Styles Support (#554)
* add mouse controller * support different control styles in options deprecate old input check methods * fully functional input actions system * btsds InputAction * blue bear InputAction * more games fix bugs with some input related systems * coin toss re-toss * cheer readers touch * dog ninja touch * multiple games * last of the easy games' touch * more specialized games * specialized games 2 * finish ktb games * remove legacy settings disclaimer * "only" two games left * karate man touch * rockers touch still needs fixes and bad judge strum * DSGuy flicking animation * playstyle chart property * improve performance of minigame preloading * improve look of cursor make assetbundles use chunk-based compression refactor assetbundle loading methods a bit * prime conductor stream playback to stabilize seeking operations * fix air rally swing on pad release * use virtual mouse pointer * add UniTask * make BeatAction use UniTask * implement UniTask to replace some coroutines * add touch style UI elements and effects games now support the ability to define two cursor colours if they need split screen touch inputs * update plugins and buildscript * implement thresholded pointer position clipping * fix clamping * instant show / hide fix discord game SDK crashes
This commit is contained in:
parent
d30a59ac21
commit
8fa4d74096
212 changed files with 55447 additions and 8426 deletions
|
@ -22,7 +22,7 @@ namespace UnityBuilderAction
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string appName = PlayerSettings.productName;
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// Get filename.
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string path = EditorUtility.SaveFilePanel("Build out WINDOWS to...", "", appName, "exe");
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Build( BuildTarget.StandaloneWindows, 0, path);
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Build( BuildTarget.StandaloneWindows64, 0, path);
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}
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[MenuItem("File/Build Linux")]
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@ -225,7 +225,7 @@ namespace UnityBuilderAction
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle, buildTarget);
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.ChunkBasedCompression, buildTarget);
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BuildSummary buildSummary = BuildPipeline.BuildPlayer(buildPlayerOptions).summary;
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ReportSummary(buildSummary);
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@ -9,14 +9,47 @@ using UnityEngine;
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public class CreateAssetBundles
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{
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[MenuItem("Assets/Build AssetBundles")]
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static void BuildAllAssetBundles()
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[MenuItem("Assets/Build AssetBundles/Current Platform")]
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static void BuildAllAssetBundlesCurrPlatform()
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{
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string assetBundleDirectory = "Assets/StreamingAssets";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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string assetBundleDirectory = "Assets/StreamingAssets";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
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[MenuItem("Assets/Build AssetBundles/Windows")]
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static void BuildAllAssetBundlesWindows()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Windows";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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}
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[MenuItem("Assets/Build AssetBundles/Linux")]
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static void BuildAllAssetBundlesLinux()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Linux";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
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}
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[MenuItem("Assets/Build AssetBundles/Mac")]
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static void BuildAllAssetBundlesMacOS()
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{
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string assetBundleDirectory = "Assets/StreamingAssets/Mac";
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if (!Directory.Exists(Application.streamingAssetsPath))
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{
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Directory.CreateDirectory(assetBundleDirectory);
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}
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 46ec8bf5775b6af429f16d7140f02d54
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guid: 744658200b40eb54595b8aaf092485cc
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folderAsset: yes
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||||
DefaultImporter:
|
||||
externalObjects: {}
|
BIN
Assets/Plugins/Discord/Plugins/aarch64/discord_game_sdk.bundle
Normal file
BIN
Assets/Plugins/Discord/Plugins/aarch64/discord_game_sdk.bundle
Normal file
Binary file not shown.
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@ -1,12 +1,12 @@
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fileFormatVersion: 2
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||||
guid: 53ce567e644ef4880b1db00e550aa797
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||||
guid: 96fc096f6b288424faf79ea974b7041e
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||||
PluginImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
iconMap: {}
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||||
executionOrder: {}
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||||
defineConstraints: []
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||||
isPreloaded: 1
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||||
isPreloaded: 0
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||||
isOverridable: 0
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||||
isExplicitlyReferenced: 0
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||||
validateReferences: 1
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||||
|
@ -16,44 +16,36 @@ PluginImporter:
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|||
second:
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enabled: 0
|
||||
settings:
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||||
Exclude Android: 0
|
||||
Exclude Editor: 0
|
||||
Exclude Linux64: 1
|
||||
Exclude OSXUniversal: 0
|
||||
Exclude Win: 1
|
||||
Exclude Win64: 1
|
||||
Exclude iOS: 0
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||||
- first:
|
||||
Android: Android
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||||
second:
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||||
enabled: 1
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||||
settings:
|
||||
CPU: ARMv7
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||||
- first:
|
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Any:
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second:
|
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enabled: 1
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- first:
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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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||||
CPU: AnyCPU
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CPU: ARM64
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DefaultValueInitialized: true
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||||
OS: AnyOS
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||||
OS: OSX
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||||
- first:
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Standalone: Linux64
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||||
second:
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||||
enabled: 0
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||||
settings:
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||||
CPU: None
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||||
CPU: x86_64
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||||
- first:
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||||
Standalone: OSXUniversal
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||||
second:
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enabled: 1
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||||
settings:
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||||
CPU: AnyCPU
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CPU: ARM64
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- first:
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Standalone: Win
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second:
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@ -66,15 +58,6 @@ PluginImporter:
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enabled: 0
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||||
settings:
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||||
CPU: x86_64
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||||
- first:
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iPhone: iOS
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||||
second:
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enabled: 1
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||||
settings:
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||||
AddToEmbeddedBinaries: false
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||||
CPU: AnyCPU
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CompileFlags:
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FrameworkDependencies:
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
BIN
Assets/Plugins/Discord/Plugins/aarch64/discord_game_sdk.dylib
Normal file
BIN
Assets/Plugins/Discord/Plugins/aarch64/discord_game_sdk.dylib
Normal file
Binary file not shown.
|
@ -0,0 +1,63 @@
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|||
fileFormatVersion: 2
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||||
guid: 84f8495f7ca76e94c9e4bfe9675f534c
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||||
PluginImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
defineConstraints: []
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
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||||
- first:
|
||||
: Any
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||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
Exclude Editor: 0
|
||||
Exclude Linux64: 1
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||||
Exclude OSXUniversal: 0
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||||
Exclude Win: 1
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||||
Exclude Win64: 1
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||||
- first:
|
||||
Any:
|
||||
second:
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||||
enabled: 0
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||||
settings: {}
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||||
- first:
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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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||||
CPU: ARM64
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||||
DefaultValueInitialized: true
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||||
OS: OSX
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||||
- first:
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Standalone: Linux64
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||||
second:
|
||||
enabled: 0
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||||
settings:
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||||
CPU: x86_64
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||||
- first:
|
||||
Standalone: OSXUniversal
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||||
second:
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||||
enabled: 1
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||||
settings:
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||||
CPU: ARM64
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||||
- first:
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Standalone: Win
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||||
second:
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||||
enabled: 0
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||||
settings:
|
||||
CPU: x86
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||||
- first:
|
||||
Standalone: Win64
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||||
second:
|
||||
enabled: 0
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||||
settings:
|
||||
CPU: x86_64
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
|
@ -45,7 +45,7 @@ PluginImporter:
|
|||
second:
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: AnyCPU
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||||
CPU: x86_64
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||||
- first:
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||||
Standalone: Win
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||||
second:
|
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@ -11,6 +11,16 @@ PluginImporter:
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|||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
|
||||
- first:
|
||||
: Any
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
Exclude Editor: 1
|
||||
Exclude Linux64: 0
|
||||
Exclude OSXUniversal: 0
|
||||
Exclude Win: 0
|
||||
Exclude Win64: 0
|
||||
- first:
|
||||
Any:
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||||
second:
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||||
|
@ -21,18 +31,19 @@ PluginImporter:
|
|||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
CPU: x86
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||||
CPU: AnyCPU
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||||
DefaultValueInitialized: true
|
||||
OS: Windows
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||||
- first:
|
||||
Standalone: Linux64
|
||||
second:
|
||||
enabled: 0
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: None
|
||||
- first:
|
||||
Standalone: OSXUniversal
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||||
second:
|
||||
enabled: 0
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: x86
|
||||
- first:
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||||
|
@ -44,7 +55,7 @@ PluginImporter:
|
|||
- first:
|
||||
Standalone: Win64
|
||||
second:
|
||||
enabled: 0
|
||||
enabled: 1
|
||||
settings:
|
||||
CPU: None
|
||||
userData:
|
||||
|
|
BIN
Assets/Plugins/JSL/.DS_Store
vendored
BIN
Assets/Plugins/JSL/.DS_Store
vendored
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
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@ -130,13 +130,13 @@ public static class JSL
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern int JslConnectDevices();
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern int JslGetConnectedDeviceHandles(int[] deviceHandleArray, int size);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern void JslDisconnectAndDisposeAll();
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[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern bool JslStillConnected(int deviceId);
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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@ -148,72 +148,72 @@ 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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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern void JslSetGyroSpace(int deviceId, int gyroSpace);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern float JslGetStickStep(int deviceId);
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[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern float JslGetTriggerStep(int deviceId);
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[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern float JslGetPollRate(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern float JslGetTimeSinceLastUpdate(int deviceId);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern float JslGetTouchId(int deviceId, bool secondTouch = false);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern float JslGetTouchDown(int deviceId, bool secondTouch = false);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern float JslGetTouchX(int deviceId, bool secondTouch = false);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern float JslGetTouchY(int deviceId, bool secondTouch = false);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern void JslResetContinuousCalibration(int deviceId);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern void JslStartContinuousCalibration(int deviceId);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern void JslPauseContinuousCalibration(int deviceId);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern JSL_AUTO_CALIBRATION JslGetAutoCalibrationStatus(int deviceId);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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public static extern void JslSetCallback(EventCallback callback);
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[DllImport("JoyShockLibrary")]
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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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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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[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern JSL_SETTINGS JslGetControllerInfoAndSettings(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern int JslGetControllerType(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern int JslGetControllerSplitType(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern int JslGetControllerColour(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern int JslGetControllerButtonColour(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern int JslGetControllerLeftGripColour(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern int JslGetControllerRightGripColour(int deviceId);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern void JslSetLightColour(int deviceId, int colour);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void JslSetRumble(int deviceId, int smallRumble, int bigRumble);
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||||
[DllImport("JoyShockLibrary")]
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||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void JslSetRumbleFrequency(int deviceId, float smallRumble, float bigRumble, float smallFrequency, float bigFrequency);
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||||
[DllImport("JoyShockLibrary")]
|
||||
[DllImport("JoyShockLibrary", CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void JslSetPlayerNumber(int deviceId, int number);
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||||
}
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@ -1,5 +1,6 @@
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|||
fileFormatVersion: 2
|
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guid: ff63a2670a6ba934aaf5addc3520f87e
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||||
folderAsset: yes
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||||
DefaultImporter:
|
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externalObjects: {}
|
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userData:
|
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|
@ -19,7 +19,7 @@ PluginImporter:
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|||
Exclude Editor: 0
|
||||
Exclude Linux64: 0
|
||||
Exclude OSXUniversal: 0
|
||||
Exclude Win: 0
|
||||
Exclude Win: 1
|
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Exclude Win64: 0
|
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- first:
|
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Any:
|
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|
@ -31,9 +31,9 @@ PluginImporter:
|
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|
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OS: AnyOS
|
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4634
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Normal file
4634
Assets/Resources/Sprites/Games/DoubleDate/Animations/Ready.anim
Normal file
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5222
Assets/Resources/Sprites/Games/DoubleDate/Animations/UnReady.anim
Normal file
5222
Assets/Resources/Sprites/Games/DoubleDate/Animations/UnReady.anim
Normal file
File diff suppressed because it is too large
Load diff
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Load diff
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12129
Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManReturn.anim
Normal file
12129
Assets/Resources/Sprites/Games/KarateMan/anime/karateman/ManReturn.anim
Normal file
File diff suppressed because it is too large
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assetBundleVariant:
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m_Pivot: {x: 0.5, y: 1}
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--- !u!114 &1702073032
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|
|
|
@ -1,8 +1,8 @@
|
|||
using System;
|
||||
|
||||
public static class AppInfo {
|
||||
public const string Version = "0.0.1002";
|
||||
public static readonly DateTime Date = new DateTime(2023, 09, 27, 22, 20, 38, 655, DateTimeKind.Utc);
|
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public const string Version = "0.0.1016";
|
||||
public static readonly DateTime Date = new DateTime(2023, 10, 20, 02, 31, 04, 288, DateTimeKind.Utc);
|
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}
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||||
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||||
|
||||
|
|
|
@ -3,29 +3,81 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
|
||||
using DG.Tweening;
|
||||
using HeavenStudio.Games;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
public class CircleCursor : MonoBehaviour
|
||||
{
|
||||
static readonly GradientAlphaKey[] cursorAlphaKeys = new GradientAlphaKey[]
|
||||
{
|
||||
new GradientAlphaKey(0.5f, 0),
|
||||
new GradientAlphaKey(0, 1)
|
||||
};
|
||||
|
||||
[SerializeField] private bool follow = false;
|
||||
[SerializeField] private float mouseMoveSpeed;
|
||||
[SerializeField] private float sideChangeTrailTime;
|
||||
|
||||
[Header("DSGuy")]
|
||||
[SerializeField] private GameObject Eyes;
|
||||
[SerializeField] private GameObject OuterCircle;
|
||||
[SerializeField] private GameObject DSGuy;
|
||||
[SerializeField] private Animator DSGuyAnimator;
|
||||
[SerializeField] private float flickCoeff = 0.35f;
|
||||
[SerializeField] private float flickInitMul = 1.5f;
|
||||
[SerializeField] private TrailRenderer splitTouchSnapEffect;
|
||||
public GameObject InnerCircle;
|
||||
[SerializeField] private GameObject Circle;
|
||||
private Tween outerCircleTween, eyesTween;
|
||||
private bool isOpen;
|
||||
private Vector3 vel, flickStart, flickDeltaPos;
|
||||
private Color colorMain, colorL, colorR;
|
||||
private Gradient gradientL, gradientR;
|
||||
private bool lastLeftRightState;
|
||||
private float trailEnableTime;
|
||||
|
||||
private SpriteRenderer innerCircleRenderer;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// Cursor.visible = false;
|
||||
if (splitTouchSnapEffect != null)
|
||||
{
|
||||
splitTouchSnapEffect.emitting = false;
|
||||
}
|
||||
if (InnerCircle != null)
|
||||
{
|
||||
innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
|
||||
}
|
||||
}
|
||||
|
||||
private void Open()
|
||||
{
|
||||
vel = Vector3.zero;
|
||||
flickDeltaPos = Vector3.zero;
|
||||
DSGuyAnimator.Play("Open", -1);
|
||||
Circle.SetActive(false);
|
||||
isOpen = true;
|
||||
}
|
||||
|
||||
private void Close()
|
||||
{
|
||||
DSGuyAnimator.Play("Close", -1);
|
||||
Circle.SetActive(true);
|
||||
isOpen = false;
|
||||
}
|
||||
|
||||
private void Flick(Vector3 startPos, Vector3 newVel)
|
||||
{
|
||||
flickStart = startPos;
|
||||
vel = newVel;
|
||||
DSGuyAnimator.Play("Flick", -1);
|
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Circle.SetActive(true);
|
||||
isOpen = false;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Vector3 pos = GameManager.instance.CursorCam.ScreenToWorldPoint(Input.mousePosition);
|
||||
Vector3 pos = PlayerInput.GetInputController(1).GetPointer();
|
||||
Vector3 deltaPos = pos - transform.position;
|
||||
|
||||
if (follow)
|
||||
{
|
||||
|
@ -34,32 +86,122 @@ namespace HeavenStudio
|
|||
}
|
||||
else
|
||||
{
|
||||
this.gameObject.transform.position = new Vector3(pos.x, pos.y, 0);
|
||||
|
||||
if (PlayerInput.Pressed())
|
||||
bool lrState = PlayerInput.GetInputController(1).GetPointerLeftRight();
|
||||
if (splitTouchSnapEffect != null && PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
|
||||
{
|
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// Cursor.visible = false;
|
||||
Circle.transform.DOScale(0, 0.5f).SetEase(Ease.OutExpo);
|
||||
InnerCircle.SetActive(true);
|
||||
outerCircleTween.Kill();
|
||||
outerCircleTween = OuterCircle.transform.DOScale(1, 0.15f).SetEase(Ease.OutExpo);
|
||||
if (lrState != lastLeftRightState)
|
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{
|
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lastLeftRightState = lrState;
|
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trailEnableTime = sideChangeTrailTime;
|
||||
splitTouchSnapEffect.emitting = true;
|
||||
|
||||
Eyes.SetActive(true);
|
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eyesTween.Kill();
|
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eyesTween = Eyes.transform.DOLocalMoveY(0.15f, 0.15f).SetEase(Ease.OutExpo);
|
||||
innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
|
||||
splitTouchSnapEffect.colorGradient = lastLeftRightState ? gradientR : gradientL;
|
||||
}
|
||||
|
||||
if (trailEnableTime <= 0)
|
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{
|
||||
trailEnableTime = 0;
|
||||
splitTouchSnapEffect.emitting = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
trailEnableTime -= Time.deltaTime;
|
||||
}
|
||||
}
|
||||
else if (PlayerInput.PressedUp())
|
||||
else if (splitTouchSnapEffect != null && splitTouchSnapEffect.emitting)
|
||||
{
|
||||
Circle.transform.DOScale(0.2f, 0.5f).SetEase(Ease.OutExpo);
|
||||
InnerCircle.SetActive(false);
|
||||
outerCircleTween.Kill();
|
||||
outerCircleTween = OuterCircle.transform.DOScale(0, 0.15f);
|
||||
ClearTrail();
|
||||
}
|
||||
|
||||
eyesTween.Kill();
|
||||
eyesTween = Eyes.transform.DOLocalMoveY(-0.66f, 0.15f).OnComplete(delegate { Eyes.SetActive(false); });
|
||||
gameObject.transform.position = pos;
|
||||
if (vel.magnitude > 0.05f)
|
||||
{
|
||||
vel -= flickCoeff * Time.deltaTime * vel;
|
||||
flickDeltaPos += vel * Time.deltaTime;
|
||||
DSGuy.transform.position = flickStart + flickDeltaPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
vel = Vector3.zero;
|
||||
flickDeltaPos = Vector3.zero;
|
||||
DSGuy.transform.position = pos;
|
||||
}
|
||||
|
||||
if (PlayerInput.GetIsAction(Minigame.InputAction_BasicPress))
|
||||
{
|
||||
Open();
|
||||
}
|
||||
else if (PlayerInput.GetIsAction(Minigame.InputAction_BasicRelease))
|
||||
{
|
||||
Close();
|
||||
}
|
||||
else if (PlayerInput.GetIsAction(Minigame.InputAction_FlickRelease))
|
||||
{
|
||||
Flick(pos, deltaPos * flickInitMul);
|
||||
ClearTrail();
|
||||
}
|
||||
|
||||
if ((!PlayerInput.PlayerHasControl()) && isOpen)
|
||||
{
|
||||
Close();
|
||||
ClearTrail();
|
||||
if (splitTouchSnapEffect != null)
|
||||
{
|
||||
splitTouchSnapEffect.emitting = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void LockCursor(bool toggle)
|
||||
{
|
||||
PlayerInput.GetInputController(1).TogglePointerLock(toggle);
|
||||
ClearTrail();
|
||||
}
|
||||
|
||||
public void ClearTrail()
|
||||
{
|
||||
trailEnableTime = 0;
|
||||
if (splitTouchSnapEffect != null)
|
||||
{
|
||||
splitTouchSnapEffect.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetCursorColors(Color main, Color left, Color right)
|
||||
{
|
||||
if (innerCircleRenderer == null) innerCircleRenderer = InnerCircle.GetComponent<SpriteRenderer>();
|
||||
|
||||
colorMain = main;
|
||||
colorL = left;
|
||||
colorR = right;
|
||||
if (PlayerInput.CurrentControlStyle == InputSystem.InputController.ControlStyles.Touch && (GameManager.instance?.GameHasSplitColours ?? false))
|
||||
{
|
||||
innerCircleRenderer.color = lastLeftRightState ? colorR : colorL;
|
||||
gradientL = new Gradient()
|
||||
{
|
||||
colorKeys = new GradientColorKey[]
|
||||
{
|
||||
new GradientColorKey(colorL, 0),
|
||||
new GradientColorKey(colorL, 1)
|
||||
},
|
||||
alphaKeys = cursorAlphaKeys
|
||||
};
|
||||
gradientR = new Gradient()
|
||||
{
|
||||
colorKeys = new GradientColorKey[]
|
||||
{
|
||||
new GradientColorKey(colorR, 0),
|
||||
new GradientColorKey(colorR, 1)
|
||||
},
|
||||
alphaKeys = cursorAlphaKeys
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
innerCircleRenderer.color = colorMain;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,6 +6,7 @@ using UnityEngine;
|
|||
using Starpelly;
|
||||
using Jukebox;
|
||||
using HeavenStudio.Util;
|
||||
using System.Data.Common;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
|
@ -46,6 +47,7 @@ namespace HeavenStudio
|
|||
private double time;
|
||||
double dspTime;
|
||||
double absTime, absTimeAdjust;
|
||||
double dspSizeSeconds;
|
||||
double dspMargin = 128 / 44100.0;
|
||||
|
||||
// the dspTime we started at
|
||||
|
@ -133,7 +135,8 @@ namespace HeavenStudio
|
|||
{
|
||||
musicSource.priority = 0;
|
||||
AudioConfiguration config = AudioSettings.GetConfiguration();
|
||||
dspMargin = 2 * (config.dspBufferSize / (double)config.sampleRate);
|
||||
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
|
||||
dspMargin = 2 * dspSizeSeconds;
|
||||
addedPitchChanges.Clear();
|
||||
}
|
||||
|
||||
|
@ -148,7 +151,7 @@ namespace HeavenStudio
|
|||
time = startPos;
|
||||
firstBeatOffset = offset;
|
||||
|
||||
SeekMusicToTime(startPos);
|
||||
SeekMusicToTime(startPos, offset);
|
||||
|
||||
songPosBeat = GetBeatFromSongPos(time);
|
||||
|
||||
|
@ -162,7 +165,9 @@ namespace HeavenStudio
|
|||
if (!isPaused)
|
||||
{
|
||||
AudioConfiguration config = AudioSettings.GetConfiguration();
|
||||
dspMargin = 2 * (config.dspBufferSize / (double)config.sampleRate);
|
||||
dspSizeSeconds = config.dspBufferSize / (double)config.sampleRate;
|
||||
Debug.Log($"dsp size: {dspSizeSeconds}");
|
||||
dspMargin = 2 * dspSizeSeconds;
|
||||
addedPitchChanges.Clear();
|
||||
addedPitchChanges.Add(new AddedPitchChange { time = 0, pitch = SongPitch });
|
||||
}
|
||||
|
@ -171,34 +176,37 @@ namespace HeavenStudio
|
|||
double offset = chart.data.offset;
|
||||
double dspTime = AudioSettings.dspTime;
|
||||
|
||||
dspStart = dspTime;
|
||||
|
||||
startPos = GetSongPosFromBeat(beat);
|
||||
firstBeatOffset = offset;
|
||||
time = startPos;
|
||||
|
||||
if (musicSource.clip != null && startPos < musicSource.clip.length - offset)
|
||||
{
|
||||
SeekMusicToTime(startPos);
|
||||
SeekMusicToTime(startPos, offset);
|
||||
double musicStartDelay = -offset - startPos;
|
||||
if (musicStartDelay > 0)
|
||||
{
|
||||
musicScheduledTime = dspTime + musicStartDelay / SongPitch;
|
||||
musicScheduledPitch = SongPitch;
|
||||
dspStart = dspTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
musicScheduledTime = dspTime;
|
||||
musicScheduledPitch = SongPitch;
|
||||
musicScheduledTime = dspTime + dspMargin;
|
||||
dspStart = dspTime + dspMargin;
|
||||
}
|
||||
musicScheduledPitch = SongPitch;
|
||||
musicSource.PlayScheduled(musicScheduledTime);
|
||||
}
|
||||
if (musicSource.clip == null)
|
||||
{
|
||||
dspStart = dspTime;
|
||||
}
|
||||
|
||||
songPosBeat = GetBeatFromSongPos(time);
|
||||
startBeat = songPosBeat;
|
||||
|
||||
absTimeAdjust = 0;
|
||||
startTime = DateTime.Now;
|
||||
absTimeAdjust = 0;
|
||||
|
||||
isPlaying = true;
|
||||
isPaused = false;
|
||||
|
@ -266,9 +274,8 @@ namespace HeavenStudio
|
|||
StopOnlyAudio();
|
||||
}
|
||||
|
||||
void SeekMusicToTime(double fStartPos)
|
||||
void SeekMusicToTime(double fStartPos, double offset)
|
||||
{
|
||||
double offset = GameManager.instance.Beatmap.data.offset;
|
||||
if (musicSource.clip != null && fStartPos < musicSource.clip.length - offset)
|
||||
{
|
||||
// https://www.desmos.com/calculator/81ywfok6xk
|
||||
|
|
|
@ -16,24 +16,27 @@ namespace HeavenStudio.DiscordRPC
|
|||
|
||||
private long lastStartTime;
|
||||
|
||||
private bool quitting;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
instance = this;
|
||||
}
|
||||
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
Disconnect();
|
||||
}
|
||||
// private void OnApplicationQuit()
|
||||
// {
|
||||
// quitting = true;
|
||||
// }
|
||||
|
||||
public void Connect()
|
||||
{
|
||||
discord = new Discord.Discord(DiscordRPC.clientID, (System.UInt64)Discord.CreateFlags.NoRequireDiscord);
|
||||
quitting = false;
|
||||
}
|
||||
|
||||
public void Disconnect()
|
||||
|
@ -41,6 +44,7 @@ namespace HeavenStudio.DiscordRPC
|
|||
if (discord != null)
|
||||
{
|
||||
discord.Dispose();
|
||||
quitting = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -101,7 +105,7 @@ namespace HeavenStudio.DiscordRPC
|
|||
|
||||
void Update()
|
||||
{
|
||||
if (discord != null)
|
||||
if ((!quitting) && discord != null)
|
||||
{
|
||||
discord.RunCallbacks();
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: -48
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
@ -10,6 +10,7 @@ using Jukebox;
|
|||
using HeavenStudio.Util;
|
||||
using HeavenStudio.Games;
|
||||
using HeavenStudio.Common;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace HeavenStudio
|
||||
{
|
||||
|
@ -51,6 +52,16 @@ namespace HeavenStudio
|
|||
[NonSerialized] public RiqEntity currentSection, nextSection;
|
||||
public double sectionProgress { get; private set; }
|
||||
|
||||
public bool GameHasSplitColours
|
||||
{
|
||||
get
|
||||
{
|
||||
var inf = GetGameInfo(currentGame);
|
||||
if (inf == null) return false;
|
||||
return inf.splitColorL != null && inf.splitColorR != null;
|
||||
}
|
||||
}
|
||||
|
||||
bool AudioLoadDone;
|
||||
bool ChartLoadError;
|
||||
|
||||
|
@ -176,6 +187,7 @@ namespace HeavenStudio
|
|||
if (playOnStart)
|
||||
{
|
||||
StartCoroutine(WaitReadyAndPlayCo(startBeat));
|
||||
CircleCursor.LockCursor(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -341,7 +353,7 @@ namespace HeavenStudio
|
|||
|
||||
int ap = 0; int bp = 0;
|
||||
|
||||
while (ap < aLen && bp < bLen && a [ap] == b [bp])
|
||||
while (ap < aLen && bp < bLen && a[ap] == b[bp])
|
||||
{
|
||||
ap++;
|
||||
bp++;
|
||||
|
@ -365,8 +377,7 @@ namespace HeavenStudio
|
|||
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
|
||||
{
|
||||
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
||||
StartCoroutine(inf.LoadCommonAssetBundleAsync());
|
||||
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
|
||||
inf.LoadAssetsAsync().Forget();
|
||||
}
|
||||
currentPreSwitch++;
|
||||
}
|
||||
|
@ -391,8 +402,7 @@ namespace HeavenStudio
|
|||
if (inf != null && inf.usesAssetBundle && !inf.AssetsLoaded)
|
||||
{
|
||||
Debug.Log($"ASYNC loading assetbundles for game {gameName}");
|
||||
StartCoroutine(inf.LoadCommonAssetBundleAsync());
|
||||
StartCoroutine(inf.LoadLocalizedAssetBundleAsync());
|
||||
inf.LoadAssetsAsync().Forget();
|
||||
}
|
||||
currentPreEvent++;
|
||||
}
|
||||
|
@ -620,6 +630,7 @@ namespace HeavenStudio
|
|||
miniGame.OnPlay(beat);
|
||||
}
|
||||
|
||||
Application.backgroundLoadingPriority = ThreadPriority.Low;
|
||||
Conductor.instance.Play(beat);
|
||||
}
|
||||
|
||||
|
@ -663,6 +674,10 @@ namespace HeavenStudio
|
|||
{
|
||||
Play(0, restartDelay);
|
||||
}
|
||||
else
|
||||
{
|
||||
Application.backgroundLoadingPriority = ThreadPriority.Normal;
|
||||
}
|
||||
// when rating screen gets added playOnStart will instead move to that scene
|
||||
}
|
||||
|
||||
|
@ -946,7 +961,7 @@ namespace HeavenStudio
|
|||
{
|
||||
var gameInfo = GetGameInfo(game);
|
||||
//load the games' sound sequences
|
||||
// TODO: this blocks the main thread, and sound sequences sould be stored in a ScriptableObject
|
||||
// TODO: sound sequences sould be stored in a ScriptableObject
|
||||
if (gameInfo != null && gameInfo.LoadedSoundSequences == null)
|
||||
gameInfo.LoadedSoundSequences = GetGame(game).GetComponent<Minigame>().SoundSequences;
|
||||
}
|
||||
|
@ -971,7 +986,9 @@ namespace HeavenStudio
|
|||
if (gameInfo.usesAssetBundle)
|
||||
{
|
||||
//game is packed in an assetbundle, load from that instead
|
||||
// this is fucked!! figure out a way to make this async
|
||||
if (gameInfo.LoadedPrefab != null) return gameInfo.LoadedPrefab;
|
||||
// StartCoroutine(gameInfo.LoadCommonAudioClipsAsync());
|
||||
// StartCoroutine(gameInfo.LoadLocalizedAudioClipsAsync());
|
||||
return gameInfo.GetCommonAssetBundle().LoadAsset<GameObject>(name);
|
||||
}
|
||||
name = gameInfo.LoadableName;
|
||||
|
@ -985,20 +1002,20 @@ namespace HeavenStudio
|
|||
return eventCaller.minigames.Find(c => c.name == name);
|
||||
}
|
||||
|
||||
Color colMain;
|
||||
public void SetCurrentGame(string game, bool useMinigameColor = true)
|
||||
{
|
||||
currentGame = game;
|
||||
if (GetGameInfo(currentGame) != null)
|
||||
{
|
||||
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
||||
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Colors.Hex2RGB(GetGameInfo(currentGame).color), true);
|
||||
//else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false);
|
||||
colMain = Colors.Hex2RGB(GetGameInfo(currentGame).color);
|
||||
CircleCursor.SetCursorColors(colMain, Colors.Hex2RGB(GetGameInfo(currentGame).splitColorL), Colors.Hex2RGB(GetGameInfo(currentGame).splitColorR));
|
||||
if (useMinigameColor) HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(colMain, true);
|
||||
else HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
|
||||
//HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(HeavenStudio.GameCamera.currentColor, false);
|
||||
CircleCursor.SetCursorColors(Color.white, Color.white, Color.white);
|
||||
HeavenStudio.StaticCamera.instance.SetAmbientGlowColour(Color.black, false);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -220,9 +221,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
resizable = true,
|
||||
}
|
||||
},
|
||||
new List<string>() {"rvl", "normal"},
|
||||
new List<string>() { "rvl", "normal" },
|
||||
"rvlbadminton", "en",
|
||||
new List<string>() {"en"}
|
||||
new List<string>() { "en" }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -382,7 +383,18 @@ namespace HeavenStudio.Games
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(PlayerInput.Pressed() && !IsExpectingInputNow())
|
||||
if (PlayerInput.CurrentControlStyle == InputController.ControlStyles.Touch && !GameManager.instance.autoplay)
|
||||
{
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress))
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync(GetDistanceStringAtBeat(Conductor.instance.songPositionInBeatsAsDouble, false, true) + "Ready", 0.5f);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicRelease))
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync("Idle", 0.5f);
|
||||
}
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress))
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync("Hit", 0.5f);
|
||||
SoundByte.PlayOneShotGame("airRally/swing");
|
||||
|
@ -1234,7 +1246,10 @@ namespace HeavenStudio.Games
|
|||
new BeatAction.Action(beat, delegate
|
||||
{
|
||||
string distanceString = GetDistanceStringAtBeat(beat);
|
||||
Baxter.DoScaledAnimationAsync((distanceString == "Close") ? "CloseReady" : "FarReady", 0.5f);
|
||||
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync((distanceString == "Close") ? "CloseReady" : "FarReady", 0.5f);
|
||||
}
|
||||
SoundByte.PlayOneShotGame("airRally/hitForth_" + distanceString);
|
||||
}),
|
||||
new BeatAction.Action(beat + 1, delegate
|
||||
|
@ -1243,7 +1258,7 @@ namespace HeavenStudio.Games
|
|||
})
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 1f, InputType.STANDARD_DOWN, RallyOnHit, RallyOnMiss, RallyEmpty);
|
||||
ScheduleInput(beat, 1f, InputAction_FlickPress, RallyOnHit, RallyOnMiss, RallyEmpty);
|
||||
}
|
||||
|
||||
private bool IsBaBumBeat(double beat)
|
||||
|
@ -1351,14 +1366,17 @@ namespace HeavenStudio.Games
|
|||
}),
|
||||
new BeatAction.Action(beat + 2f, delegate
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync(GetDistanceStringAtBeat(beat + 2f, false, true) + "Ready", 0.5f);
|
||||
} ),
|
||||
if (PlayerInput.CurrentControlStyle != InputController.ControlStyles.Touch || GameManager.instance.autoplay)
|
||||
{
|
||||
Baxter.DoScaledAnimationAsync(GetDistanceStringAtBeat(beat + 2f, false, true) + "Ready", 0.5f);
|
||||
}
|
||||
}),
|
||||
new BeatAction.Action(beat + 3f, delegate { Forthington.DoScaledAnimationAsync("TalkShort", 0.5f); }),
|
||||
new BeatAction.Action(beat + 3.5f, delegate { if(!count || isBaBumBeat) Forthington.DoScaledAnimationAsync("TalkShort", 0.5f); }),
|
||||
new BeatAction.Action(beat + 4f, delegate { Forthington.DoScaledAnimationAsync("Ready", 0.5f); }),
|
||||
});
|
||||
|
||||
ScheduleInput(beat, 4f, InputType.STANDARD_DOWN, LongShotOnHit, RallyOnMiss, RallyEmpty);
|
||||
ScheduleInput(beat, 4f, InputAction_FlickPress, LongShotOnHit, RallyOnMiss, RallyEmpty);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using DG.Tweening;
|
||||
using NaughtyBezierCurves;
|
||||
using HeavenStudio.Util;
|
||||
using HeavenStudio.InputSystem;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -10,8 +11,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
using static Minigames;
|
||||
public static class CtrBearLoader
|
||||
{
|
||||
public static Minigame AddGame(EventCaller eventCaller) {
|
||||
return new Minigame("blueBear", "Blue Bear", "b4e6f6", false, false, new List<GameAction>()
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("blueBear", "Blue Bear", "b4e6f6", "e7e7e7", "bf9d34", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("donut", "Donut")
|
||||
{
|
||||
|
@ -49,9 +51,9 @@ namespace HeavenStudio.Games.Loaders
|
|||
}
|
||||
}
|
||||
},
|
||||
new List<string>() {"ctr", "normal"},
|
||||
new List<string>() { "ctr", "normal" },
|
||||
"ctrbear", "en",
|
||||
new List<string>() {}
|
||||
new List<string>() { }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -110,6 +112,61 @@ namespace HeavenStudio.Games
|
|||
|
||||
public static BlueBear instance;
|
||||
|
||||
const int IALeft = 0;
|
||||
const int IARight = 1;
|
||||
protected static bool IA_PadLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
||||
}
|
||||
protected static bool IA_BatonLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
|
||||
}
|
||||
protected static bool IA_TouchLeft(out double dt)
|
||||
{
|
||||
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
|
||||
bool simul = false;
|
||||
// if (!want)
|
||||
// {
|
||||
// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
||||
// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory)
|
||||
// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory);
|
||||
// }
|
||||
return want || simul;
|
||||
}
|
||||
|
||||
protected static bool IA_PadRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
|
||||
}
|
||||
protected static bool IA_BatonRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
|
||||
}
|
||||
protected static bool IA_TouchRight(out double dt)
|
||||
{
|
||||
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
|
||||
bool simul = false;
|
||||
// if (!want)
|
||||
// {
|
||||
// simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Tap, out dt)
|
||||
// && instance.IsExpectingInputNow(InputAction_Right.inputLockCategory)
|
||||
// && instance.IsExpectingInputNow(InputAction_Left.inputLockCategory);
|
||||
// }
|
||||
return want || simul;
|
||||
}
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Left =
|
||||
new("CtrBearLeft", new int[] { IALeft, IALeft, IALeft },
|
||||
IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Right =
|
||||
new("CtrBearRight", new int[] { IARight, IARight, IARight },
|
||||
IA_PadRight, IA_TouchRight, IA_BatonRight);
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (Conductor.instance.isPlaying || Conductor.instance.isPaused) return;
|
||||
|
@ -132,16 +189,16 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
headAndBodyAnim.SetBool("ShouldOpenMouth", foodHolder.childCount != 0);
|
||||
|
||||
if (PlayerInput.GetAnyDirectionDown() && !IsExpectingInputNow(InputType.DIRECTION_DOWN))
|
||||
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left.inputLockCategory))
|
||||
{
|
||||
Bite(true);
|
||||
}
|
||||
else if (PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
else if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right.inputLockCategory))
|
||||
{
|
||||
Bite(false);
|
||||
}
|
||||
|
||||
var cond = Conductor.instance;
|
||||
Conductor cond = Conductor.instance;
|
||||
|
||||
if (cond.isPlaying && !cond.isPaused)
|
||||
{
|
||||
|
|
|
@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
|
|||
private void Start()
|
||||
{
|
||||
flyBeats = isCake ? 3f : 2f;
|
||||
game.ScheduleInput(startBeat, flyBeats, isCake ? InputType.DIRECTION_DOWN : InputType.STANDARD_DOWN, Just, Out, Out);
|
||||
game.ScheduleInput(startBeat, flyBeats, isCake ? BlueBear.InputAction_Left : BlueBear.InputAction_Right, Just, Out, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -45,7 +45,7 @@ namespace HeavenStudio.Games.Scripts_BlueBear
|
|||
|
||||
if (flyPos > 1f)
|
||||
{
|
||||
GameObject.Destroy(gameObject);
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -76,7 +76,8 @@ namespace HeavenStudio.Games.Scripts_BlueBear
|
|||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
if (state >= 1f || state <= -1f) { //todo: proper near miss feedback
|
||||
if (state >= 1f || state <= -1f)
|
||||
{ //todo: proper near miss feedback
|
||||
if (isCake)
|
||||
{
|
||||
game.headAndBodyAnim.Play("BiteL", 0, 0);
|
||||
|
@ -90,9 +91,9 @@ namespace HeavenStudio.Games.Scripts_BlueBear
|
|||
EatFood();
|
||||
}
|
||||
|
||||
private void Miss(PlayerActionEvent caller) {}
|
||||
private void Miss(PlayerActionEvent caller) { }
|
||||
|
||||
private void Out(PlayerActionEvent caller) {}
|
||||
private void Out(PlayerActionEvent caller) { }
|
||||
|
||||
void SpawnCrumbs()
|
||||
{
|
||||
|
|
|
@ -130,7 +130,7 @@ namespace HeavenStudio.Games
|
|||
{
|
||||
SingleBop();
|
||||
}
|
||||
if(PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPressing) && !IsExpectingInputNow(InputAction_BasicPress.inputLockCategory))
|
||||
{
|
||||
if (executives[executiveCount - 1].spinning)
|
||||
{
|
||||
|
@ -214,7 +214,7 @@ namespace HeavenStudio.Games
|
|||
}),
|
||||
new BeatAction.Action(beat + 2.5f, delegate { assistantCanBop = true; })
|
||||
});
|
||||
ScheduleInput(beat, 2f, InputType.STANDARD_DOWN, JustAssistant, MissAssistant, Empty);
|
||||
ScheduleInput(beat, 2f, InputAction_BasicPress, JustAssistant, MissAssistant, Empty);
|
||||
}
|
||||
|
||||
public void Stop(double beat, float length)
|
||||
|
@ -255,7 +255,7 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
stops.Add(new BeatAction.Action(beat + length * executiveCount + 0.5f, delegate { executivesCanBop = true; }));
|
||||
BeatAction.New(instance, stops);
|
||||
ScheduleInput(beat, length * (executiveCount - 1), InputType.STANDARD_DOWN, Just, Miss, Empty);
|
||||
ScheduleInput(beat, length * (executiveCount - 1), InputAction_BasicPress, Just, Miss, Empty);
|
||||
}
|
||||
|
||||
public void Prepare()
|
||||
|
|
|
@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
|
|||
hitBeat = windupBeat + createLength;
|
||||
sinkBeat = hitBeat + (createLength * 2f);
|
||||
|
||||
game.ScheduleInput(windupBeat, createLength, InputType.STANDARD_DOWN, Just, Miss, Out);
|
||||
game.ScheduleInput(windupBeat, createLength, BuiltToScaleDS.InputAction_FlickPress, Just, Miss, Out);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -39,7 +39,8 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
|
|||
double currentBeat = Conductor.instance.songPositionInBeatsAsDouble;
|
||||
|
||||
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
|
||||
if (currentBeat > windupBeat && currentBeat < hitBeat
|
||||
if ((PlayerInput.CurrentControlStyle != InputSystem.InputController.ControlStyles.Touch || !PlayerInput.PlayerHasControl())
|
||||
&& currentBeat > windupBeat && currentBeat < hitBeat
|
||||
&& !shooterState.IsName("Windup")
|
||||
&& !game.lastShotOut)
|
||||
{
|
||||
|
@ -52,9 +53,6 @@ namespace HeavenStudio.Games.Scripts_BuiltToScaleDS
|
|||
|
||||
private void Just(PlayerActionEvent caller, float state)
|
||||
{
|
||||
var shooterState = game.shooterAnim.GetCurrentAnimatorStateInfo(0);
|
||||
if (!shooterState.IsName("Windup")) return;
|
||||
|
||||
// near miss
|
||||
if (state >= 1f || state <= -1f) {
|
||||
NearMiss();
|
||||
|
|
|
@ -258,6 +258,7 @@ namespace HeavenStudio.Games
|
|||
List<RiqEntity> spawnedBlockEvents = new List<RiqEntity>();
|
||||
void Update()
|
||||
{
|
||||
shootingThisFrame = false;
|
||||
if (!Conductor.instance.isPlaying && !Conductor.instance.isPaused)
|
||||
return;
|
||||
|
||||
|
@ -283,21 +284,13 @@ namespace HeavenStudio.Games
|
|||
HandleLights();
|
||||
}
|
||||
|
||||
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
|
||||
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
|
||||
environmentRenderer.materials = environmentMaterials;
|
||||
elevatorRenderer.materials = elevatorMaterials;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
var shooterState = shooterAnim.GetCurrentAnimatorStateInfo(0);
|
||||
bool canShoot = (!shooterState.IsName("Shoot") || shooterAnim.IsAnimationNotPlaying()) && !shootingThisFrame;
|
||||
|
||||
if (canShoot && lastShotOut)
|
||||
lastShotOut = false;
|
||||
|
||||
if (canShoot && !lastShotOut && PlayerInput.Pressed() && !IsExpectingInputNow(InputType.STANDARD_DOWN))
|
||||
if (canShoot && !lastShotOut && PlayerInput.GetIsAction(InputAction_FlickPress) && !IsExpectingInputNow(InputAction_FlickPress.inputLockCategory))
|
||||
{
|
||||
lastShotOut = true;
|
||||
shootingThisFrame = true;
|
||||
|
@ -306,15 +299,36 @@ namespace HeavenStudio.Games
|
|||
SoundByte.PlayOneShotGame("builtToScaleDS/Boing");
|
||||
}
|
||||
|
||||
if (!shootingThisFrame)
|
||||
currentBeltOffset = (currentBeltOffset + Time.deltaTime * -beltSpeed) % 1f;
|
||||
beltMaterial.mainTextureOffset = new Vector2(0f, currentBeltOffset);
|
||||
environmentRenderer.materials = environmentMaterials;
|
||||
elevatorRenderer.materials = elevatorMaterials;
|
||||
|
||||
if (PlayerInput.PlayerHasControl() && PlayerInput.CurrentControlStyle is InputSystem.InputController.ControlStyles.Touch)
|
||||
{
|
||||
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicPress))
|
||||
{
|
||||
shooterAnim.Play("WindDown", 0, 0);
|
||||
shooterAnim.Play("Windup", 0, 0);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_BasicRelease) && !shootingThisFrame)
|
||||
{
|
||||
shooterAnim.Play("WindDown", 0, 23 / 28f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!shootingThisFrame)
|
||||
{
|
||||
if (blocksHolder.childCount == 0 && shooterState.IsName("Windup") && shooterAnim.IsAnimationNotPlaying())
|
||||
{
|
||||
shooterAnim.Play("WindDown", 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
shootingThisFrame = false;
|
||||
void LateUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
public void Lights(double beat, float length, bool autoLights, bool shouldLights)
|
||||
|
|
|
@ -3,6 +3,7 @@ using HeavenStudio.Util;
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using HeavenStudio.InputSystem;
|
||||
|
||||
namespace HeavenStudio.Games.Loaders
|
||||
{
|
||||
|
@ -12,7 +13,7 @@ namespace HeavenStudio.Games.Loaders
|
|||
// minigame menu items
|
||||
public static Minigame AddGame(EventCaller eventCaller)
|
||||
{
|
||||
return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", false, false, new List<GameAction>()
|
||||
return new Minigame("catchyTune", "Catchy Tune", "f2f2f2", "ff376c", "f2f2f2", false, false, new List<GameAction>()
|
||||
{
|
||||
new GameAction("orange", "Orange")
|
||||
{
|
||||
|
@ -55,10 +56,10 @@ namespace HeavenStudio.Games.Loaders
|
|||
},
|
||||
}
|
||||
},
|
||||
new List<string>() {"ctr", "normal"},
|
||||
new List<string>() { "ctr", "normal" },
|
||||
"ctrcatchy",
|
||||
"en",
|
||||
new List<string>(){}
|
||||
new List<string>() { }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -125,6 +126,61 @@ namespace HeavenStudio.Games
|
|||
public float endSmile;
|
||||
}
|
||||
|
||||
const int IALeft = 0;
|
||||
const int IARight = 1;
|
||||
protected static bool IA_PadLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.Up, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Down, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Left, out dt)
|
||||
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
|
||||
}
|
||||
protected static bool IA_BatonLeft(out double dt)
|
||||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.West, out dt);
|
||||
}
|
||||
protected static bool IA_TouchLeft(out double dt)
|
||||
{
|
||||
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt);
|
||||
bool simul = false;
|
||||
if (!want)
|
||||
{
|
||||
simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt)
|
||||
&& instance.IsExpectingInputNow(InputAction_Left)
|
||||
&& instance.IsExpectingInputNow(InputAction_Right);
|
||||
}
|
||||
return want || simul;
|
||||
}
|
||||
|
||||
protected static bool IA_PadRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetPadDown(InputController.ActionsPad.East, out dt);
|
||||
}
|
||||
protected static bool IA_BatonRight(out double dt)
|
||||
{
|
||||
return PlayerInput.GetBatonDown(InputController.ActionsBaton.East, out dt);
|
||||
}
|
||||
protected static bool IA_TouchRight(out double dt)
|
||||
{
|
||||
bool want = PlayerInput.GetTouchDown(InputController.ActionsTouch.Right, out dt);
|
||||
bool simul = false;
|
||||
if (!want)
|
||||
{
|
||||
simul = PlayerInput.GetTouchDown(InputController.ActionsTouch.Left, out dt)
|
||||
&& instance.IsExpectingInputNow(InputAction_Left)
|
||||
&& instance.IsExpectingInputNow(InputAction_Right);
|
||||
}
|
||||
return want || simul;
|
||||
}
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Left =
|
||||
new("CtrStepLeft", new int[] { IALeft, IALeft, IALeft },
|
||||
IA_PadLeft, IA_TouchLeft, IA_BatonLeft);
|
||||
|
||||
public static PlayerInput.InputAction InputAction_Right =
|
||||
new("CtrStepRight", new int[] { IARight, IARight, IARight },
|
||||
IA_PadRight, IA_TouchRight, IA_BatonRight);
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
@ -193,16 +249,13 @@ namespace HeavenStudio.Games
|
|||
}
|
||||
}
|
||||
|
||||
if (!IsExpectingInputNow())
|
||||
if (PlayerInput.GetIsAction(InputAction_Left) && !IsExpectingInputNow(InputAction_Left.inputLockCategory))
|
||||
{
|
||||
if (PlayerInput.GetAnyDirectionDown())
|
||||
{
|
||||
catchWhiff(false);
|
||||
}
|
||||
if (PlayerInput.Pressed())
|
||||
{
|
||||
catchWhiff(true);
|
||||
}
|
||||
catchWhiff(false);
|
||||
}
|
||||
if (PlayerInput.GetIsAction(InputAction_Right) && !IsExpectingInputNow(InputAction_Right.inputLockCategory))
|
||||
{
|
||||
catchWhiff(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue