mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
282 lines
11 KiB
C#
282 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();
|
|
}
|
|
}
|
|
}
|