HeavenStudioPlus/Assets/Scripts/InputSystem/PlayerInput.cs

283 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.InputSystem;
using static JSL;
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;
///////////////////////////////
////TEMPORARY JSL FUNCTIONS////
///////////////////////////////
static int jslDevicesFound = 0;
static int jslDevicesConnected = 0;
static int[] jslDeviceHandles;
static List<InputController> inputDevices;
public static int InitInputControllers()
{
inputDevices = new List<InputController>();
//Keyboard setup
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
//end Keyboard setup
//JoyShock setup
Debug.Log("Flushing possible JoyShocks...");
DisconnectJoyshocks();
jslDevicesFound = JslConnectDevices();
if (jslDevicesFound > 0)
{
jslDeviceHandles = new int[jslDevicesFound];
jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
if (jslDevicesConnected < jslDevicesFound)
{
Debug.Log("Found " + jslDevicesFound + " JoyShocks, but only " + jslDevicesConnected + " are connected.");
}
else
{
Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
}
foreach (int i in jslDeviceHandles)
{
Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
InputJoyshock joyshock = new InputJoyshock(i);
joyshock.InitializeController();
joyshock.SetPlayer(inputDevices.Count + 1);
inputDevices.Add(joyshock);
}
}
else
{
Debug.Log("No JoyShocks found.");
}
//end JoyShock setup
//TODO: XInput setup (boo)
//end XInput setup
return inputDevices.Count;
}
public static int GetNumControllersConnected()
{
return inputDevices.Count;
}
public static List<InputController> GetInputControllers()
{
return inputDevices;
}
public static InputController GetInputController(int player)
{
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
//select input controller that has player field set to player
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
foreach (InputController i in inputDevices)
{
if (i.GetPlayer() == player)
{
return i;
}
}
return null;
}
public static int GetInputControllerId(int player)
{
//select input controller id that has player field set to player
//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
//so such controllers should have a reference to the other controller in the pair
//controller IDs are determined by connection order (the Keyboard is always first)
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
for (int i = 0; i < inputDevices.Count; i++)
{
if (inputDevices[i].GetPlayer() == player)
{
return i;
}
}
return -1;
}
public static void UpdateInputControllers()
{
// Needed so Keyboard works on MacOS and Linux
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX || UNITY_STANDALONE_LINUX
inputDevices = new List<InputController>();
if(inputDevices.Count < 1)
{
InputKeyboard keyboard = new InputKeyboard();
keyboard.SetPlayer(1);
keyboard.InitializeController();
inputDevices.Add(keyboard);
}
#endif
foreach (InputController i in inputDevices)
{
i.UpdateState();
}
}
public static void DisconnectJoyshocks()
{
if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
{
foreach (InputController i in inputDevices)
{
if (typeof(InputJoyshock) == i.GetType())
{
InputJoyshock joy = (InputJoyshock)i;
joy.DisconnectJoyshock();
}
}
}
JslDisconnectAndDisposeAll();
jslDevicesFound = 0;
jslDevicesConnected = 0;
}
// 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
//TODO: refactor for controller and custom binds, currently uses temporary button checks
public static bool Pressed(bool includeDPad = false)
{
bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
}
public static bool PressedUp(bool includeDPad = false)
{
bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool Pressing(bool includeDPad = false)
{
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool AltPressed()
{
bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
return down && playerHasControl();
}
public static bool AltPressedUp()
{
bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
return up && playerHasControl();
}
public static bool AltPressing()
{
bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
return pressing && playerHasControl();
}
//Directions
public static bool GetAnyDirectionDown()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionDown((InputController.InputDirection) UP)
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetAnyDirectionUp()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionUp((InputController.InputDirection) UP)
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetAnyDirection()
{
InputController c = GetInputController(1);
return (c.GetHatDirection((InputController.InputDirection) UP)
|| c.GetHatDirection((InputController.InputDirection) DOWN)
|| c.GetHatDirection((InputController.InputDirection) LEFT)
|| c.GetHatDirection((InputController.InputDirection) RIGHT)
) && playerHasControl();
}
public static bool GetSpecificDirection(int direction)
{
return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
}
public static bool GetSpecificDirectionDown(int direction)
{
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
}
public static bool GetSpecificDirectionUp(int direction)
{
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
}
}
}