HeavenStudioPlus/Assets/Scripts/PlayerInput.cs
Pengu123 8911581873 Added Support for specific direction inputs
Added some comments on the PlayerInput class too for clarity
2022-05-04 18:42:06 +02:00

127 lines
No EOL
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio
{
public class PlayerInput
{
//Clockwise
public const int UP = 0;
public const int RIGHT = 1;
public const int DOWN = 2;
public const int LEFT = 3;
// The autoplay isn't activated AND
// The song is actually playing AND
// The GameManager allows you to Input
public static bool playerHasControl()
{
return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
/*--------------------*/
/* MAIN INPUT METHODS */
/*--------------------*/
// BUTTONS
public static bool Pressed(bool includeDPad = false)
{
bool keyDown = Input.GetKeyDown(KeyCode.Z) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
}
public static bool PressedUp(bool includeDPad = false)
{
bool keyUp = Input.GetKeyUp(KeyCode.Z) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool Pressing(bool includeDPad = false)
{
bool pressing = Input.GetKey(KeyCode.Z) || (includeDPad && GetAnyDirection());
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool AltPressed()
{
return Input.GetKeyDown(KeyCode.X) && playerHasControl();
}
public static bool AltPressedUp()
{
return Input.GetKeyUp(KeyCode.X) && playerHasControl();
}
public static bool AltPressing()
{
return Input.GetKey(KeyCode.X) && playerHasControl();
}
//Directions
public static bool GetAnyDirectionDown()
{
return (Input.GetKeyDown(KeyCode.UpArrow)
|| Input.GetKeyDown(KeyCode.DownArrow)
|| Input.GetKeyDown(KeyCode.LeftArrow)
|| Input.GetKeyDown(KeyCode.RightArrow)) && playerHasControl();
}
public static bool GetAnyDirectionUp()
{
return (Input.GetKeyUp(KeyCode.UpArrow)
|| Input.GetKeyUp(KeyCode.DownArrow)
|| Input.GetKeyUp(KeyCode.LeftArrow)
|| Input.GetKeyUp(KeyCode.RightArrow)) && playerHasControl();
}
public static bool GetAnyDirection()
{
return (Input.GetKey(KeyCode.UpArrow)
|| Input.GetKey(KeyCode.DownArrow)
|| Input.GetKey(KeyCode.LeftArrow)
|| Input.GetKey(KeyCode.RightArrow)) && playerHasControl();
}
public static bool GetSpecificDirectionDown(int direction)
{
KeyCode targetCode = getKeyCode(direction);
if (targetCode == KeyCode.None) return false;
return Input.GetKeyDown(targetCode) && playerHasControl();
}
public static bool GetSpecificDirectionUp(int direction)
{
KeyCode targetCode = getKeyCode(direction);
if (targetCode == KeyCode.None) return false;
return Input.GetKeyUp(targetCode) && playerHasControl();
}
private static KeyCode getKeyCode(int direction)
{
KeyCode targetKeyCode;
switch (direction)
{
case PlayerInput.UP: targetKeyCode = KeyCode.UpArrow; break;
case PlayerInput.DOWN: targetKeyCode = KeyCode.DownArrow; break;
case PlayerInput.LEFT: targetKeyCode = KeyCode.LeftArrow; break;
case PlayerInput.RIGHT: targetKeyCode = KeyCode.RightArrow; break;
default: targetKeyCode = KeyCode.None; break;
}
return targetKeyCode;
}
}
}