HeavenStudioPlus/Assets/Scripts/InputSystem/PlayerInput.cs

342 lines
14 KiB
C#

using System;
using System.Linq;
using System.Reflection;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.InputSystem;
using static JSL;
using HeavenStudio.Games;
namespace HeavenStudio.InputSystem
{
public class LoadOrder : Attribute {
public int Order { get; set; }
public LoadOrder(int order) {
Order = order;
}
}
}
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;
static List<InputController> inputDevices;
static InputController.ControlStyles currentControlStyle = InputController.ControlStyles.Pad;
public delegate InputController[] InputControllerInitializer();
public delegate void InputControllerDispose();
public static event InputControllerDispose PlayerInputCleanUp;
public delegate InputController[] InputControllerRefresh();
public static List<InputControllerRefresh> PlayerInputRefresh;
static List<InputControllerInitializer> loadRunners;
static void BuildLoadRunnerList() {
PlayerInputRefresh = new();
loadRunners = System.Reflection.Assembly.GetExecutingAssembly()
.GetTypes()
.Where(x => x.Namespace == "HeavenStudio.InputSystem.Loaders" && x.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static) != null)
.Select(t => (InputControllerInitializer) Delegate.CreateDelegate(
typeof(InputControllerInitializer),
null,
t.GetMethod("Initialize", BindingFlags.Public | BindingFlags.Static),
false
))
.ToList();
loadRunners.Sort((x, y) => x.Method.GetCustomAttribute<LoadOrder>().Order.CompareTo(y.Method.GetCustomAttribute<LoadOrder>().Order));
}
public static int InitInputControllers()
{
inputDevices = new List<InputController>();
BuildLoadRunnerList();
foreach (InputControllerInitializer runner in loadRunners) {
InputController[] controllers = runner();
if (controllers != null) {
inputDevices.AddRange(controllers);
}
}
return inputDevices.Count;
}
public static int RefreshInputControllers()
{
inputDevices = new List<InputController>();
if (PlayerInputRefresh != null) {
foreach (InputControllerRefresh runner in PlayerInputRefresh) {
InputController[] controllers = runner();
if (controllers != null) {
inputDevices.AddRange(controllers);
}
}
}
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 CleanUp()
{
PlayerInputCleanUp?.Invoke();
}
// 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 */
/*--------------------*/
public static bool GetIsAction(string action)
{
return false;
}
// BUTTONS
//TODO: refactor for controller and custom binds, currently uses temporary button checks
public static bool Pressed(bool includeDPad = false)
{
bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool Pressed(out double dt, bool includeDPad = false)
{
bool keyDown = GetInputController(1).GetActionDown((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionDown());
return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool PressedUp(bool includeDPad = false)
{
bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out _) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool PressedUp(out double dt, bool includeDPad = false)
{
bool keyUp = GetInputController(1).GetActionUp((int) InputController.ActionsPad.East, out dt) || (includeDPad && GetAnyDirectionUp());
return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool Pressing(bool includeDPad = false)
{
bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.East) || (includeDPad && GetAnyDirection());
return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
}
public static bool AltPressed()
{
bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out _);
return down && PlayerHasControl();
}
public static bool AltPressed(out double dt)
{
bool down = GetInputController(1).GetActionDown((int) InputController.ActionsPad.South, out dt);
return down && PlayerHasControl();
}
public static bool AltPressedUp()
{
bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out _);
return up && PlayerHasControl();
}
public static bool AltPressedUp(out double dt)
{
bool up = GetInputController(1).GetActionUp((int) InputController.ActionsPad.South, out dt);
return up && PlayerHasControl();
}
public static bool AltPressing()
{
bool pressing = GetInputController(1).GetAction((int) InputController.ActionsPad.South);
return pressing && PlayerHasControl();
}
//Directions
public static bool GetAnyDirectionDown()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionDown((InputController.InputDirection) UP, out _)
|| c.GetHatDirectionDown((InputController.InputDirection) DOWN, out _)
|| c.GetHatDirectionDown((InputController.InputDirection) LEFT, out _)
|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT, out _)
) && PlayerHasControl();
}
public static bool GetAnyDirectionDown(out double dt)
{
InputController c = GetInputController(1);
bool r1 = c.GetHatDirectionDown((InputController.InputDirection)UP, out double d1);
bool r2 = c.GetHatDirectionDown((InputController.InputDirection)DOWN, out double d2);
bool r3 = c.GetHatDirectionDown((InputController.InputDirection)LEFT, out double d3);
bool r4 = c.GetHatDirectionDown((InputController.InputDirection)RIGHT, out double d4);
bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
return r;
}
public static bool GetAnyDirectionUp()
{
InputController c = GetInputController(1);
return (c.GetHatDirectionUp((InputController.InputDirection) UP, out _)
|| c.GetHatDirectionUp((InputController.InputDirection) DOWN, out _)
|| c.GetHatDirectionUp((InputController.InputDirection) LEFT, out _)
|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT, out _)
) && PlayerHasControl();
}
public static bool GetAnyDirectionUp(out double dt)
{
InputController c = GetInputController(1);
bool r1 = c.GetHatDirectionUp((InputController.InputDirection)UP, out double d1);
bool r2 = c.GetHatDirectionUp((InputController.InputDirection)DOWN, out double d2);
bool r3 = c.GetHatDirectionUp((InputController.InputDirection)LEFT, out double d3);
bool r4 = c.GetHatDirectionUp((InputController.InputDirection)RIGHT, out double d4);
bool r = (r1 || r2 || r3 || r4) && PlayerHasControl();
dt = Math.Max(Math.Max(Math.Max(d1, d2), d3), d4);
return r;
}
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, out _) && PlayerHasControl();
}
public static bool GetSpecificDirectionUp(int direction)
{
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out _) && PlayerHasControl();
}
public static bool GetSpecificDirectionDown(int direction, out double dt)
{
return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction, out dt) && PlayerHasControl();
}
public static bool GetSpecificDirectionUp(int direction, out double dt)
{
return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction, out dt) && PlayerHasControl();
}
}
}