mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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687f2b53f4
So now you can disable inputs if you need to :)
71 lines
No EOL
2.5 KiB
C#
71 lines
No EOL
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RhythmHeavenMania
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{
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public class PlayerInput
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{
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public static bool Pressed(bool includeDPad = false)
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{
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bool keyDown = Input.GetKeyDown(KeyCode.Z) || (includeDPad && GetAnyDirectionDown());
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return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
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}
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public static bool PressedUp(bool includeDPad = false)
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{
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bool keyUp = Input.GetKeyUp(KeyCode.Z) || (includeDPad && GetAnyDirectionUp());
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return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool Pressing(bool includeDPad = false)
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{
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bool pressing = Input.GetKey(KeyCode.Z) || (includeDPad && GetAnyDirection());
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return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool AltPressed()
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{
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return Input.GetKeyDown(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool AltPressedUp()
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{
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return Input.GetKeyUp(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool AltPressing()
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{
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return Input.GetKey(KeyCode.X) && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool GetAnyDirectionDown()
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{
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return Input.GetKeyDown(KeyCode.UpArrow)
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|| Input.GetKeyDown(KeyCode.DownArrow)
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|| Input.GetKeyDown(KeyCode.LeftArrow)
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|| Input.GetKeyDown(KeyCode.RightArrow);
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}
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public static bool GetAnyDirectionUp()
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{
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return Input.GetKeyUp(KeyCode.UpArrow)
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|| Input.GetKeyUp(KeyCode.DownArrow)
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|| Input.GetKeyUp(KeyCode.LeftArrow)
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|| Input.GetKeyUp(KeyCode.RightArrow);
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}
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public static bool GetAnyDirection()
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{
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return Input.GetKey(KeyCode.UpArrow)
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|| Input.GetKey(KeyCode.DownArrow)
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|| Input.GetKey(KeyCode.LeftArrow)
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|| Input.GetKey(KeyCode.RightArrow);
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}
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}
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} |