mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-22 17:45:16 +00:00
add controller selection, auto-search
- fix bug in master volume control where the text input doesn't work - fix bug in the Fan Club minigame where the player wouldn't jump when they were supposed to
This commit is contained in:
parent
a45625ebd0
commit
96ac465200
8 changed files with 144 additions and 35 deletions
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@ -736,7 +736,7 @@ GameObject:
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@ -10814,6 +10814,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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numConnectedLabel: {fileID: 976256976}
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currentControllerLabel: {fileID: 1007704296}
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controllersDropdown: {fileID: 1317282580}
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splitControllersDropdown: {fileID: 1219573650}
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autoSearchLabel: {fileID: 1359502640}
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@ -38346,7 +38349,19 @@ MonoBehaviour:
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 527828799}
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m_TargetAssemblyTypeName: HeavenStudio.Editor.ControllerSettings, Assembly-CSharp
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m_MethodName: StartAutoSearch
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m_Mode: 1
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--- !u!1 &1852819572
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@ -122,6 +122,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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{
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animator.Play("FanFree", -1, 0);
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stopBeat = false;
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clappingStartTime = Single.MinValue;
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}
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}
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}
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@ -204,6 +205,7 @@ namespace HeavenStudio.Games.Scripts_FanClub
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animator.Play("FanJump", -1, 0);
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Jukebox.PlayOneShotGame("fanClub/play_jump");
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jumpStartTime = cond.songPositionInBeats;
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clappingStartTime = Single.MinValue;
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stopCharge = false;
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}
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@ -123,17 +123,17 @@ namespace HeavenStudio.InputSystem
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public override bool GetButton(int button)
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{
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, mappings[button]);
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, 1 << mappings[button]);
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}
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public override bool GetButtonDown(int button)
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{
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, mappings[button]);
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << mappings[button]);
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}
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public override bool GetButtonUp(int button)
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{
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, mappings[button]);
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << mappings[button]);
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}
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public override float GetAxis(InputAxis axis)
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@ -164,74 +164,93 @@ namespace HeavenStudio.InputSystem
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public override bool GetHatDirection(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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int bt;
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskUp);
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bt = mappings[0];
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break;
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case InputDirection.Down:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskDown);
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bt = mappings[1];
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break;
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case InputDirection.Left:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskLeft);
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bt = mappings[2];
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break;
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case InputDirection.Right:
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, ButtonMaskRight);
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bt = mappings[3];
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break;
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default:
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return false;
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}
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return BitwiseUtils.WantCurrent(joyBtStateCurrent.buttons, 1 << bt);
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}
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public override bool GetHatDirectionDown(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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int bt;
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskUp);
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bt = mappings[0];
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break;
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case InputDirection.Down:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskDown);
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bt = mappings[1];
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break;
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case InputDirection.Left:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskLeft);
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bt = mappings[2];
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break;
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case InputDirection.Right:
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskRight);
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bt = mappings[3];
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break;
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default:
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return false;
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}
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return BitwiseUtils.WantCurrentAndNotLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt);
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}
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public override bool GetHatDirectionUp(InputDirection direction)
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{
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//todo: check analogue stick hat direction too
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int bt;
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switch (direction)
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{
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case InputDirection.Up:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskUp);
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bt = mappings[0];
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break;
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case InputDirection.Down:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskDown);
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bt = mappings[1];
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break;
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case InputDirection.Left:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskLeft);
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bt = mappings[2];
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break;
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case InputDirection.Right:
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, ButtonMaskRight);
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bt = mappings[3];
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break;
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default:
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return false;
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}
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return BitwiseUtils.WantNotCurrentAndLast(joyBtStateCurrent.buttons, joyBtStateLast.buttons, 1 << bt);
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}
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public override void SetPlayer(int playerNum)
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public override void SetPlayer(int? playerNum)
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{
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if (playerNum == -1)
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if (playerNum == -1 || playerNum == null)
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{
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this.playerNum = null;
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JslSetPlayerNumber(joyshockHandle, 0);
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return;
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}
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this.playerNum = playerNum;
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int ledMask = (int) this.playerNum;
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if (type == TypeDualSense)
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{
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if (playerNum <= 4)
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{
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playerNum = DualSensePlayerMask[playerNum];
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ledMask = DualSensePlayerMask[(int) this.playerNum];
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}
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}
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JslSetPlayerNumber(joyshockHandle, playerNum);
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this.playerNum = playerNum;
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JslSetPlayerNumber(joyshockHandle, ledMask);
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}
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public override int? GetPlayer()
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@ -136,14 +136,14 @@ namespace HeavenStudio.InputSystem
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}
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}
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public override void SetPlayer(int playerNum)
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public override void SetPlayer(int? playerNum)
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{
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if (playerNum == -1)
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if (playerNum == -1 || playerNum == null)
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{
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this.playerNum = null;
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return;
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}
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this.playerNum = playerNum;
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this.playerNum = (int) playerNum;
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}
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public override int? GetPlayer()
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@ -159,7 +159,7 @@ namespace HeavenStudio.InputSystem
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public abstract bool GetHatDirectionDown(InputDirection direction); // direction just became active?
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public abstract bool GetHatDirectionUp(InputDirection direction); // direction just became inactive?
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public abstract void SetPlayer(int playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
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public abstract void SetPlayer(int? playerNum); // Set the player number (starts at 1, set to -1 or null for no player)
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public abstract int? GetPlayer(); // Get the player number (null if no player)
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//public abstract Sprite GetDisplayIcon(); //"big icon" for the controller in the settings menu
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@ -60,6 +60,7 @@ namespace HeavenStudio
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InputJoyshock joyshock = new InputJoyshock(i);
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joyshock.InitializeController();
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joyshock.SetPlayer(inputDevices.Count + 1);
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inputDevices.Add(joyshock);
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}
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}
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else
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@ -99,6 +100,22 @@ namespace HeavenStudio
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return null;
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}
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public static int GetInputControllerId(int player)
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{
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//select input controller id that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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//controller IDs are determined by connection order (the Keyboard is always first)
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for (int i = 0; i < inputDevices.Count; i++)
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{
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if (inputDevices[i].GetPlayer() == player)
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{
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return i;
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}
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}
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return -1;
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}
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public static void UpdateInputControllers()
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{
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foreach (InputController i in inputDevices)
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@ -17,10 +17,53 @@ namespace HeavenStudio.Editor
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[SerializeField] private TMP_Text currentControllerLabel;
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[SerializeField] private TMP_Dropdown controllersDropdown;
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[SerializeField] private TMP_Dropdown splitControllersDropdown;
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[SerializeField] private GameObject autoSearchLabel;
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private bool isAutoSearching = false;
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private void Start() {
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numConnectedLabel.text = "Connected: " + PlayerInput.GetNumControllersConnected();
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currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
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PopulateControllersDropdown();
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PopulateSplitControllersDropdown();
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controllersDropdown.onValueChanged.AddListener(delegate
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{
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InputController lastController = PlayerInput.GetInputController(1);
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InputController newController = PlayerInput.GetInputControllers()[controllersDropdown.value];
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lastController.SetPlayer(newController.GetPlayer() != null ? (int) newController.GetPlayer() : -1);
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newController.SetPlayer(1);
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currentControllerLabel.text = "Current Controller: " + newController.GetDeviceName();
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if (typeof(InputJoyshock) == newController.GetType()) {
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StartCoroutine(SelectionVibrate((InputJoyshock) newController));
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}
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});
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}
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private void Update() {
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if (isAutoSearching) {
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var controllers = PlayerInput.GetInputControllers();
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foreach (var controller in controllers) {
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if (controller.GetLastButtonDown() > 0 || controller.GetLastKeyDown() > 0) {
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PlayerInput.GetInputController(1).SetPlayer(controller.GetPlayer() != null ? (int) controller.GetPlayer() : -1);
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controller.SetPlayer(1);
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isAutoSearching = false;
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autoSearchLabel.SetActive(false);
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controllersDropdown.value = PlayerInput.GetInputControllerId(1);
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currentControllerLabel.text = "Current Controller: " + controller.GetDeviceName();
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if (typeof(InputJoyshock) == controller.GetType()) {
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StartCoroutine(SelectionVibrate((InputJoyshock) controller));
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}
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}
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}
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}
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}
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public void StartAutoSearch() {
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autoSearchLabel.SetActive(true);
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isAutoSearching = true;
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}
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public void SearchAndConnectControllers()
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@ -28,9 +71,11 @@ namespace HeavenStudio.Editor
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int connected = PlayerInput.InitInputControllers();
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numConnectedLabel.text = "Connected: " + connected;
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currentControllerLabel.text = "Current Controller: " + PlayerInput.GetInputController(1).GetDeviceName();
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PopulateControllersDropdown();
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PopulateSplitControllersDropdown();
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}
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public void populateControllersDropdown()
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public void PopulateControllersDropdown()
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{
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List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
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var vals = PlayerInput.GetInputControllers();
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@ -44,7 +89,7 @@ namespace HeavenStudio.Editor
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controllersDropdown.value = 0;
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}
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public void populateSplitControllersDropdown()
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public void PopulateSplitControllersDropdown()
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{
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List<TMP_Dropdown.OptionData> dropDownData = new List<TMP_Dropdown.OptionData>();
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var vals = PlayerInput.GetInputControllers();
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@ -62,5 +107,16 @@ namespace HeavenStudio.Editor
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splitControllersDropdown.AddOptions(dropDownData);
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splitControllersDropdown.value = 0;
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}
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IEnumerator SelectionVibrate(InputJoyshock controller)
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{
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JslSetRumbleFrequency(controller.GetHandle(), 0.2f, 0.25f, 80f, 160f);
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yield return new WaitForSeconds(0.08f);
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JslSetRumbleFrequency(controller.GetHandle(), 0f, 0f, 0f, 0f);
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yield return new WaitForSeconds(0.04f);
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JslSetRumbleFrequency(controller.GetHandle(), 0.25f, 0f, 640f, 0f);
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yield return new WaitForSeconds(0.05f);
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JslSetRumbleFrequency(controller.GetHandle(), 0f, 0f, 0f, 0f);
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}
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}
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}
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@ -68,7 +68,7 @@ namespace HeavenStudio.Editor
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public void OnVolLabelChanged()
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{
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volSlider.value = (float)System.Math.Round(System.Convert.ToSingle(volLabel.text), 2);
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volSlider.value = (float)System.Math.Round(System.Convert.ToSingle(volLabel.text) / 100f, 2);
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GlobalGameManager.ChangeMasterVolume(volSlider.value);
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}
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}
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