0.6.0.10 - Make menu keys for all players and 1P drum keys for 1P work for difficulty menu and gameplay option menu
- Fix Softlocked in difficulty selection when any non P1 player has no key binds * Now menu keys control the lowerest index operable player - Fix P1 could have only use menu keys but not drum keys, if the key binds differ * Now both work - Fix Up and Down arrow keys controlled multiple players at once in gameplay option * Now menu keys only control the lowerest index operable player
This commit is contained in:
parent
d8077b13fb
commit
ad21410703
@ -250,7 +250,7 @@ class CStage段位選択 : CStage {
|
||||
this.段位挑戦選択画面.Draw();
|
||||
}
|
||||
|
||||
if (段位挑戦選択画面.bOption) actPlayOption.On進行描画(0);
|
||||
this.actPlayOption.On進行描画(1, [this.段位挑戦選択画面.bOption]);
|
||||
|
||||
if (ct待機.CurrentValue >= 3000) {
|
||||
if (段位リスト.currentBar.nodeType == CSongListNode.ENodeType.RANDOM) {
|
||||
|
@ -138,38 +138,13 @@ internal class CActPlayOption : CActivity {
|
||||
|
||||
|
||||
|
||||
public int On進行描画(int player) {
|
||||
public int On進行描画(int nPlayers, ReadOnlySpan<bool> bOptions) {
|
||||
if (this.IsDeActivated)
|
||||
return 0;
|
||||
|
||||
if (ctOpen.CurrentValue == 0)
|
||||
Init(player);
|
||||
|
||||
ctOpen.Tick();
|
||||
ctClose.Tick();
|
||||
|
||||
if (!ctOpen.IsTicked) ctOpen.Start(0, 50, 6, OpenTaiko.Timer);
|
||||
|
||||
var act難易度 = OpenTaiko.stageSongSelect.actDifficultySelectionScreen;
|
||||
var danAct = OpenTaiko.stage段位選択.段位挑戦選択画面;
|
||||
|
||||
#region [ Open & Close ]
|
||||
|
||||
float oy1 = ctOpen.CurrentValue * 18;
|
||||
float oy2 = (ctOpen.CurrentValue - 30) * 4;
|
||||
float oy3 = ctOpen.CurrentValue < 30 ? 410 - oy1 : -80 + oy2;
|
||||
|
||||
float cy1 = ctClose.CurrentValue * 3;
|
||||
float cy2 = (ctClose.CurrentValue - 20) * 16;
|
||||
float cy3 = ctClose.CurrentValue < 20 ? 0 - cy1 : 20 + cy2;
|
||||
|
||||
float y = oy3 + cy3;
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
|
||||
|
||||
var _textures = new CTexture[]
|
||||
{
|
||||
txSpeed[nSpeedCount],
|
||||
@ -186,125 +161,168 @@ internal class CActPlayOption : CActivity {
|
||||
txFunMods[nFunMods],
|
||||
};
|
||||
|
||||
var pos = player % 2;
|
||||
var _shift = pos == 1 ? (OpenTaiko.Tx.Difficulty_Option.szTextureSize.Width / 2) : 0;
|
||||
var _rect = new Rectangle(_shift, 0, OpenTaiko.Tx.Difficulty_Option.szTextureSize.Width / 2, OpenTaiko.Tx.Difficulty_Option.szTextureSize.Height);
|
||||
// menu key input, for the lowest-index player who is modifying play options
|
||||
bool leftMenu = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LeftChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.LeftArrow));
|
||||
bool rightMenu = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RightChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow));
|
||||
bool centerMenu = (OpenTaiko.Pad.bPressedDGB(EPad.Decide) ||
|
||||
(OpenTaiko.ConfigIni.bEnterIsNotUsedInKeyAssignments && OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Return)));
|
||||
bool upMenu = (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.UpArrow));
|
||||
bool downMenu = (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.DownArrow));
|
||||
bool cancelMenu = (OpenTaiko.Pad.bPressedDGB(EPad.Cancel) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Escape));
|
||||
|
||||
OpenTaiko.Tx.Difficulty_Option.t2D描画(_shift, y, _rect);
|
||||
OpenTaiko.Tx.Difficulty_Option_Select.t2D描画(_shift + OpenTaiko.Skin.SongSelect_Option_Select_Offset[0] + NowCount * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_Select_Offset[1] + y + NowCount * OpenTaiko.Skin.SongSelect_Option_Interval[1], _rect);
|
||||
|
||||
for (int i = 0; i < OptionType.Length; i++) {
|
||||
OptionType[i].t2D描画(OpenTaiko.Skin.SongSelect_Option_OptionType_X[pos] + i * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_OptionType_Y[pos] + y + i * OpenTaiko.Skin.SongSelect_Option_Interval[1]);
|
||||
}
|
||||
|
||||
txModMults[0]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_ModMults1_X[pos], OpenTaiko.Skin.SongSelect_Option_ModMults1_Y[pos] + y);
|
||||
txModMults[1]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_ModMults2_X[pos], OpenTaiko.Skin.SongSelect_Option_ModMults2_Y[pos] + y);
|
||||
|
||||
for (int i = 0; i < _textures.Length; i++) {
|
||||
_textures[i]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_Value_X[pos] + i * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_Value_Y[pos] + y + i * OpenTaiko.Skin.SongSelect_Option_Interval[1]);
|
||||
}
|
||||
|
||||
if (ctClose.CurrentValue >= 50) {
|
||||
Decision(player);
|
||||
NowCount = 0;
|
||||
ctOpen.Stop();
|
||||
ctOpen.CurrentValue = 0;
|
||||
ctClose.Stop();
|
||||
ctClose.CurrentValue = 0;
|
||||
bEnd = false;
|
||||
act難易度.bOption[player] = false;
|
||||
danAct.bOption = false;
|
||||
}
|
||||
|
||||
#region [ Inputs ]
|
||||
|
||||
if (!ctClose.IsTicked) {
|
||||
bool _leftDrum = false;
|
||||
|
||||
bool _rightDrum = false;
|
||||
|
||||
bool _centerDrum = false;
|
||||
|
||||
bool _cancel = false;
|
||||
|
||||
switch (player) {
|
||||
case 0:
|
||||
_rightDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RightChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow));
|
||||
_leftDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LeftChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.LeftArrow));
|
||||
_centerDrum = (OpenTaiko.Pad.bPressedDGB(EPad.Decide) ||
|
||||
(OpenTaiko.ConfigIni.bEnterIsNotUsedInKeyAssignments && OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Return)));
|
||||
_cancel = (OpenTaiko.Pad.bPressedDGB(EPad.Cancel) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Escape));
|
||||
break;
|
||||
case 1:
|
||||
_rightDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue2P));
|
||||
_leftDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue2P));
|
||||
_centerDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed2P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed2P));
|
||||
break;
|
||||
case 2:
|
||||
_rightDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue3P));
|
||||
_leftDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue3P));
|
||||
_centerDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed3P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed3P));
|
||||
break;
|
||||
case 3:
|
||||
_rightDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue4P));
|
||||
_leftDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue4P));
|
||||
_centerDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed4P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed4P));
|
||||
break;
|
||||
case 4:
|
||||
_rightDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue5P));
|
||||
_leftDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue5P));
|
||||
_centerDrum = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed5P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed5P));
|
||||
break;
|
||||
for (int player = 0; player < nPlayers; ++player) {
|
||||
if (!bOptions[player]) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ctOpen.CurrentValue == 0)
|
||||
Init(player);
|
||||
|
||||
if (_leftDrum || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.LeftArrow)) {
|
||||
OptionSelect(true);
|
||||
tFetchMults(player);
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
ctOpen.Tick();
|
||||
ctClose.Tick();
|
||||
|
||||
if (!ctOpen.IsTicked)
|
||||
ctOpen.Start(0, 50, 6, OpenTaiko.Timer);
|
||||
|
||||
#region [ Open & Close ]
|
||||
|
||||
float oy1 = ctOpen.CurrentValue * 18;
|
||||
float oy2 = (ctOpen.CurrentValue - 30) * 4;
|
||||
float oy3 = ctOpen.CurrentValue < 30 ? 410 - oy1 : -80 + oy2;
|
||||
|
||||
float cy1 = ctClose.CurrentValue * 3;
|
||||
float cy2 = (ctClose.CurrentValue - 20) * 16;
|
||||
float cy3 = ctClose.CurrentValue < 20 ? 0 - cy1 : 20 + cy2;
|
||||
|
||||
float y = oy3 + cy3;
|
||||
|
||||
#endregion
|
||||
|
||||
var pos = player % 2;
|
||||
var _shift = pos == 1 ? (OpenTaiko.Tx.Difficulty_Option.szTextureSize.Width / 2) : 0;
|
||||
var _rect = new Rectangle(_shift, 0, OpenTaiko.Tx.Difficulty_Option.szTextureSize.Width / 2, OpenTaiko.Tx.Difficulty_Option.szTextureSize.Height);
|
||||
|
||||
OpenTaiko.Tx.Difficulty_Option.t2D描画(_shift, y, _rect);
|
||||
OpenTaiko.Tx.Difficulty_Option_Select.t2D描画(_shift + OpenTaiko.Skin.SongSelect_Option_Select_Offset[0] + NowCount * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_Select_Offset[1] + y + NowCount * OpenTaiko.Skin.SongSelect_Option_Interval[1], _rect);
|
||||
|
||||
for (int i = 0; i < OptionType.Length; i++) {
|
||||
OptionType[i].t2D描画(OpenTaiko.Skin.SongSelect_Option_OptionType_X[pos] + i * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_OptionType_Y[pos] + y + i * OpenTaiko.Skin.SongSelect_Option_Interval[1]);
|
||||
}
|
||||
|
||||
if (_rightDrum || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow)) {
|
||||
OptionSelect(false);
|
||||
tFetchMults(player);
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
txModMults[0]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_ModMults1_X[pos], OpenTaiko.Skin.SongSelect_Option_ModMults1_Y[pos] + y);
|
||||
txModMults[1]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_ModMults2_X[pos], OpenTaiko.Skin.SongSelect_Option_ModMults2_Y[pos] + y);
|
||||
|
||||
for (int i = 0; i < _textures.Length; i++) {
|
||||
_textures[i]?.t2D拡大率考慮描画(CTexture.RefPnt.Up, OpenTaiko.Skin.SongSelect_Option_Value_X[pos] + i * OpenTaiko.Skin.SongSelect_Option_Interval[0],
|
||||
OpenTaiko.Skin.SongSelect_Option_Value_Y[pos] + y + i * OpenTaiko.Skin.SongSelect_Option_Interval[1]);
|
||||
}
|
||||
|
||||
if (_centerDrum && ctOpen.CurrentValue >= ctOpen.EndValue) {
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
if (NowCount < nOptionCount) {
|
||||
NowCount++;
|
||||
} else if (NowCount >= nOptionCount && !bEnd) {
|
||||
if (ctClose.CurrentValue >= 50) {
|
||||
Decision(player);
|
||||
NowCount = 0;
|
||||
ctOpen.Stop();
|
||||
ctOpen.CurrentValue = 0;
|
||||
ctClose.Stop();
|
||||
ctClose.CurrentValue = 0;
|
||||
bEnd = false;
|
||||
act難易度.bOption[player] = false;
|
||||
danAct.bOption = false;
|
||||
}
|
||||
|
||||
#region [ Inputs ]
|
||||
|
||||
if (!ctClose.IsTicked) {
|
||||
// per-player key input
|
||||
bool _leftDrum = leftMenu;
|
||||
bool _rightDrum = rightMenu;
|
||||
bool _centerDrum = centerMenu;
|
||||
bool _up = upMenu;
|
||||
bool _down = downMenu;
|
||||
bool _cancel = cancelMenu;
|
||||
|
||||
leftMenu = false;
|
||||
rightMenu = false;
|
||||
centerMenu = false;
|
||||
upMenu = false;
|
||||
downMenu = false;
|
||||
cancelMenu = false;
|
||||
|
||||
switch (player) {
|
||||
case 0:
|
||||
_rightDrum = _rightDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue));
|
||||
_leftDrum = _leftDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue));
|
||||
_centerDrum = _centerDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed));
|
||||
break;
|
||||
case 1:
|
||||
_rightDrum = _rightDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue2P));
|
||||
_leftDrum = _leftDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue2P));
|
||||
_centerDrum = _centerDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed2P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed2P));
|
||||
break;
|
||||
case 2:
|
||||
_rightDrum = _rightDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue3P));
|
||||
_leftDrum = _leftDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue3P));
|
||||
_centerDrum = _centerDrum ||(OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed3P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed3P));
|
||||
break;
|
||||
case 3:
|
||||
_rightDrum = _rightDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue4P));
|
||||
_leftDrum = _leftDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue4P));
|
||||
_centerDrum = _centerDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed4P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed4P));
|
||||
break;
|
||||
case 4:
|
||||
_rightDrum = _rightDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue5P));
|
||||
_leftDrum = _leftDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue5P));
|
||||
_centerDrum = _centerDrum || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed5P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed5P));
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (_leftDrum) {
|
||||
OptionSelect(true);
|
||||
tFetchMults(player);
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
}
|
||||
|
||||
if (_rightDrum) {
|
||||
OptionSelect(false);
|
||||
tFetchMults(player);
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
}
|
||||
|
||||
if (_centerDrum && ctOpen.CurrentValue >= ctOpen.EndValue) {
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
if (NowCount < nOptionCount) {
|
||||
NowCount++;
|
||||
} else if (NowCount >= nOptionCount && !bEnd) {
|
||||
bEnd = true;
|
||||
ctClose.Start(0, 50, 6, OpenTaiko.Timer);
|
||||
}
|
||||
}
|
||||
|
||||
int cp1 = nOptionCount + 1;
|
||||
|
||||
if (_up) {
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
NowCount = (NowCount + cp1 - 1) % cp1;
|
||||
}
|
||||
|
||||
if (_down) {
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
NowCount = (NowCount + 1) % cp1;
|
||||
}
|
||||
|
||||
if (_cancel) {
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
bEnd = true;
|
||||
ctClose.Start(0, 50, 6, OpenTaiko.Timer);
|
||||
}
|
||||
}
|
||||
|
||||
int cp1 = nOptionCount + 1;
|
||||
|
||||
if (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.UpArrow)) {
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
NowCount = (NowCount + cp1 - 1) % cp1;
|
||||
}
|
||||
|
||||
if (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.DownArrow)) {
|
||||
OpenTaiko.Skin.soundChangeSFX.tPlay();
|
||||
NowCount = (NowCount + 1) % cp1;
|
||||
}
|
||||
|
||||
if (OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Escape)) {
|
||||
OpenTaiko.Skin.soundDecideSFX.tPlay();
|
||||
bEnd = true;
|
||||
ctClose.Start(0, 50, 6, OpenTaiko.Timer);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
return 0;
|
||||
}
|
||||
private CCachedFontRenderer OptionFont;
|
||||
|
@ -157,43 +157,53 @@ internal class CActSelect難易度選択画面 : CActivity {
|
||||
|
||||
if (this.ctBarAnimeIn.IsEnded && exextraAnimation == 0) // Prevent player actions if animation is active
|
||||
{
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (!bSelect[i] && !isOnOption()) {
|
||||
bool right = false;
|
||||
bool left = false;
|
||||
bool decide = false;
|
||||
// menu key input, for the lowest-index player who is still selecting the difficulty
|
||||
bool rightMenu = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RightChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow));
|
||||
bool leftMenu = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LeftChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.LeftArrow));
|
||||
bool decideMenu = (OpenTaiko.Pad.bPressedDGB(EPad.Decide) ||
|
||||
(OpenTaiko.ConfigIni.bEnterIsNotUsedInKeyAssignments && OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Return)));
|
||||
bool cancelMenu = (OpenTaiko.Pad.bPressedDGB(EPad.Cancel) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Escape));
|
||||
|
||||
bool cancel = false;
|
||||
// per-player key input
|
||||
for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
|
||||
if (!bSelect[i] && !isOnOption() &&
|
||||
!(OpenTaiko.ConfigIni.bAIBattleMode && i == 1)
|
||||
) {
|
||||
bool right = rightMenu;
|
||||
bool left = leftMenu;
|
||||
bool decide = decideMenu;
|
||||
bool cancel = cancelMenu;
|
||||
|
||||
rightMenu = false;
|
||||
leftMenu = false;
|
||||
decideMenu = false;
|
||||
cancelMenu = false;
|
||||
|
||||
switch (i) {
|
||||
case 0:
|
||||
right = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RightChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.RightArrow));
|
||||
left = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LeftChange) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.LeftArrow));
|
||||
decide = (OpenTaiko.Pad.bPressedDGB(EPad.Decide) ||
|
||||
(OpenTaiko.ConfigIni.bEnterIsNotUsedInKeyAssignments && OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Return)));
|
||||
cancel = (OpenTaiko.Pad.bPressedDGB(EPad.Cancel) || OpenTaiko.InputManager.Keyboard.KeyPressed((int)SlimDXKeys.Key.Escape));
|
||||
right = right || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue);
|
||||
left = left || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LeftChange);
|
||||
decide = decide || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed));
|
||||
break;
|
||||
case 1:
|
||||
if (!OpenTaiko.ConfigIni.bAIBattleMode) {
|
||||
right = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue2P));
|
||||
left = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue2P));
|
||||
decide = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed2P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed2P));
|
||||
}
|
||||
right = right || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue2P));
|
||||
left = left || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue2P));
|
||||
decide = decide || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed2P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed2P));
|
||||
break;
|
||||
case 2:
|
||||
right = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue3P));
|
||||
left = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue3P));
|
||||
decide = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed3P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed3P));
|
||||
right = right || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue3P));
|
||||
left = left || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue3P));
|
||||
decide = decide || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed3P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed3P));
|
||||
break;
|
||||
case 3:
|
||||
right = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue4P));
|
||||
left = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue4P));
|
||||
decide = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed4P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed4P));
|
||||
right = right || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue4P));
|
||||
left = left || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue4P));
|
||||
decide = decide || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed4P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed4P));
|
||||
break;
|
||||
case 4:
|
||||
right = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue5P));
|
||||
left = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue5P));
|
||||
decide = (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed5P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed5P));
|
||||
right = right || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RBlue5P));
|
||||
left = left || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LBlue5P));
|
||||
decide = decide || (OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.LRed5P) || OpenTaiko.Pad.bPressed(EInstrumentPad.Drums, EPad.RRed5P));
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -1123,11 +1123,7 @@ internal class CStage選曲 : CStage {
|
||||
}
|
||||
}
|
||||
|
||||
if (actDifficultySelectionScreen.bOption[0]) actPlayOption.On進行描画(0);
|
||||
if (actDifficultySelectionScreen.bOption[1]) actPlayOption.On進行描画(1);
|
||||
if (actDifficultySelectionScreen.bOption[2]) actPlayOption.On進行描画(2);
|
||||
if (actDifficultySelectionScreen.bOption[3]) actPlayOption.On進行描画(3);
|
||||
if (actDifficultySelectionScreen.bOption[4]) actPlayOption.On進行描画(4);
|
||||
this.actPlayOption.On進行描画(5, this.actDifficultySelectionScreen.bOption);
|
||||
|
||||
if (actNewHeya.IsOpend) actNewHeya.Draw();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user