HeavenStudioPlus/Assets/Scripts/DiscordController.cs
minenice55 8fa4d74096 Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

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No EOL
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text;
using Discord;
using System;
namespace HeavenStudio.DiscordRPC
{
public class DiscordController : MonoBehaviour
{
public Discord.Discord discord;
public static DiscordController instance { get; set; }
private long lastStartTime;
private bool quitting;
private void Awake()
{
}
private void Start()
{
DontDestroyOnLoad(this.gameObject);
instance = this;
}
// private void OnApplicationQuit()
// {
// quitting = true;
// }
public void Connect()
{
discord = new Discord.Discord(DiscordRPC.clientID, (System.UInt64)Discord.CreateFlags.NoRequireDiscord);
quitting = false;
}
public void Disconnect()
{
if (discord != null)
{
discord.Dispose();
quitting = true;
}
}
public void UpdateActivity(string stateText, string stateDetails, bool updateTime = false)
{
var activityManager = discord.GetActivityManager();
var activity = new Activity { };
activity = new Activity
{
State = stateText,
Details = stateDetails,
Assets =
{
LargeImage = "logo",
LargeText = "Together now!"
},
Instance = true,
};
if (updateTime == true)
{
lastStartTime = DateTimeOffset.Now.ToUnixTimeSeconds();
activity.Timestamps.Start = lastStartTime;
}
else
{
activity.Timestamps.Start = lastStartTime;
}
activityManager.UpdateActivity(activity, (result) => {
if (result == Discord.Result.Ok)
{
Debug.Log("Update Success!");
}
else
{
Debug.Log("Update Failed");
}
});
}
public void ClearActivity()
{
var activityManager = discord.GetActivityManager();
activityManager.ClearActivity((result) => {
if (result == Discord.Result.Ok)
{
Debug.Log("Clear Success!");
}
else
{
Debug.Log("Clear Failed");
}
});
}
void Update()
{
if ((!quitting) && discord != null)
{
discord.RunCallbacks();
}
}
}
}