mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-27 20:13:00 +00:00
8911581873
Added some comments on the PlayerInput class too for clarity
127 lines
No EOL
4.1 KiB
C#
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;
|
|
}
|
|
|
|
}
|
|
} |