mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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d7655a1d3a
* JoyShockLibrary Fix PlayerInput.cs errors on MacOS Fix libraries not being added to the final build * how did i do this * both ! * Fix Audio on MacOS (and fix JSL again) * Extra notes
282 lines
11 KiB
C#
282 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.InputSystem;
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using static JSL;
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namespace HeavenStudio
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{
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public class PlayerInput
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{
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//Clockwise
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public const int UP = 0;
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public const int RIGHT = 1;
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public const int DOWN = 2;
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public const int LEFT = 3;
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///////////////////////////////
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////TEMPORARY JSL FUNCTIONS////
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///////////////////////////////
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static int jslDevicesFound = 0;
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static int jslDevicesConnected = 0;
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static int[] jslDeviceHandles;
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static List<InputController> inputDevices;
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public static int InitInputControllers()
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{
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inputDevices = new List<InputController>();
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//Keyboard setup
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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//end Keyboard setup
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//JoyShock setup
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Debug.Log("Flushing possible JoyShocks...");
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DisconnectJoyshocks();
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jslDevicesFound = JslConnectDevices();
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if (jslDevicesFound > 0)
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{
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jslDeviceHandles = new int[jslDevicesFound];
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jslDevicesConnected = JslGetConnectedDeviceHandles(jslDeviceHandles, jslDevicesFound);
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if (jslDevicesConnected < jslDevicesFound)
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{
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Debug.Log("Found " + jslDevicesFound + " JoyShocks, but only " + jslDevicesConnected + " are connected.");
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}
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else
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{
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Debug.Log("Found " + jslDevicesFound + " JoyShocks.");
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Debug.Log("Connected " + jslDevicesConnected + " JoyShocks.");
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}
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foreach (int i in jslDeviceHandles)
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{
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Debug.Log("Setting up JoyShock: ( Handle " + i + ", type " + JslGetControllerType(i) + " )");
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InputJoyshock joyshock = new InputJoyshock(i);
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joyshock.InitializeController();
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joyshock.SetPlayer(inputDevices.Count + 1);
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inputDevices.Add(joyshock);
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}
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}
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else
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{
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Debug.Log("No JoyShocks found.");
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}
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//end JoyShock setup
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//TODO: XInput setup (boo)
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//end XInput setup
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return inputDevices.Count;
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}
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public static int GetNumControllersConnected()
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{
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return inputDevices.Count;
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}
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public static List<InputController> GetInputControllers()
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{
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return inputDevices;
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}
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public static InputController GetInputController(int player)
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{
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// Needed so Keyboard works on MacOS
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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//select input controller that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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foreach (InputController i in inputDevices)
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{
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if (i.GetPlayer() == player)
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{
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return i;
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}
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}
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return null;
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}
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public static int GetInputControllerId(int player)
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{
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//select input controller id that has player field set to player
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//this will return the first controller that has that player number in the case of controller pairs (eg. Joy-Cons)
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//so such controllers should have a reference to the other controller in the pair
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//controller IDs are determined by connection order (the Keyboard is always first)
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// Needed so Keyboard works on MacOS
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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for (int i = 0; i < inputDevices.Count; i++)
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{
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if (inputDevices[i].GetPlayer() == player)
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{
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return i;
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}
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}
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return -1;
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}
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public static void UpdateInputControllers()
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{
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// Needed so Keyboard works on MacOS
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#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
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inputDevices = new List<InputController>();
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if(inputDevices.Count < 1)
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{
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InputKeyboard keyboard = new InputKeyboard();
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keyboard.SetPlayer(1);
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keyboard.InitializeController();
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inputDevices.Add(keyboard);
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}
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#endif
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foreach (InputController i in inputDevices)
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{
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i.UpdateState();
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}
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}
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public static void DisconnectJoyshocks()
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{
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if (jslDeviceHandles != null && jslDevicesConnected > 0 && jslDeviceHandles.Length > 0)
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{
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foreach (InputController i in inputDevices)
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{
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if (typeof(InputJoyshock) == i.GetType())
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{
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InputJoyshock joy = (InputJoyshock)i;
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joy.DisconnectJoyshock();
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}
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}
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}
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JslDisconnectAndDisposeAll();
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jslDevicesFound = 0;
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jslDevicesConnected = 0;
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}
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// The autoplay isn't activated AND
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// The song is actually playing AND
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// The GameManager allows you to Input
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public static bool playerHasControl()
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{
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return !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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/*--------------------*/
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/* MAIN INPUT METHODS */
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/*--------------------*/
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// BUTTONS
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//TODO: refactor for controller and custom binds, currently uses temporary button checks
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public static bool Pressed(bool includeDPad = false)
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{
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bool keyDown = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionDown());
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return keyDown && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput ;
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}
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public static bool PressedUp(bool includeDPad = false)
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{
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bool keyUp = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirectionUp());
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return keyUp && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool Pressing(bool includeDPad = false)
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{
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bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadE) || (includeDPad && GetAnyDirection());
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return pressing && !GameManager.instance.autoplay && Conductor.instance.isPlaying && GameManager.instance.canInput;
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}
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public static bool AltPressed()
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{
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bool down = GetInputController(1).GetButtonDown((int) InputController.ButtonsPad.PadS);
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return down && playerHasControl();
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}
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public static bool AltPressedUp()
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{
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bool up = GetInputController(1).GetButtonUp((int) InputController.ButtonsPad.PadS);
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return up && playerHasControl();
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}
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public static bool AltPressing()
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{
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bool pressing = GetInputController(1).GetButton((int) InputController.ButtonsPad.PadS);
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return pressing && playerHasControl();
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}
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//Directions
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public static bool GetAnyDirectionDown()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionDown((InputController.InputDirection) UP)
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|| c.GetHatDirectionDown((InputController.InputDirection) DOWN)
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|| c.GetHatDirectionDown((InputController.InputDirection) LEFT)
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|| c.GetHatDirectionDown((InputController.InputDirection) RIGHT)
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) && playerHasControl();
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}
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public static bool GetAnyDirectionUp()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirectionUp((InputController.InputDirection) UP)
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|| c.GetHatDirectionUp((InputController.InputDirection) DOWN)
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|| c.GetHatDirectionUp((InputController.InputDirection) LEFT)
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|| c.GetHatDirectionUp((InputController.InputDirection) RIGHT)
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) && playerHasControl();
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}
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public static bool GetAnyDirection()
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{
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InputController c = GetInputController(1);
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return (c.GetHatDirection((InputController.InputDirection) UP)
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|| c.GetHatDirection((InputController.InputDirection) DOWN)
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|| c.GetHatDirection((InputController.InputDirection) LEFT)
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|| c.GetHatDirection((InputController.InputDirection) RIGHT)
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) && playerHasControl();
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}
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public static bool GetSpecificDirection(int direction)
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{
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return GetInputController(1).GetHatDirection((InputController.InputDirection) direction) && playerHasControl();
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}
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public static bool GetSpecificDirectionDown(int direction)
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{
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return GetInputController(1).GetHatDirectionDown((InputController.InputDirection) direction) && playerHasControl();
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}
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public static bool GetSpecificDirectionUp(int direction)
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{
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return GetInputController(1).GetHatDirectionUp((InputController.InputDirection) direction) && playerHasControl();
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}
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}
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}
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