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Input System Rewrite #810
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Input System Rewrite #810
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i was informed that we need backwards compatibility which is something i forgot to do, so i will do that tomorrow! (it's 11pm for me) |
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ppeakk... |
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sustain notes can no longer be hit before the main note
this is a great change but I have a slight suggestion
add a drop timer (just a float value that goes from 1 to 0) so released holds can still be re-grabbed if you're fast enough
i.e:
// on note hit
note.tripTimer = 1.0;
// on hold input check
// checking if the hold is big enough for this to happen will prevent a lot of accidental valid hits
// note.tail is just a hypothetical variable here, but think of it as just an integer that increases by 1 every time a hold piece is created, and decreases by 1 every time its destroyed
if (note.tripTimer > 0 && note.tail > 3)
{
note.tripTimer -= 0.05 / note.sustainLength;
// visual indicator (because its nice to have)
note.alpha = -= 0.5 * elapsed; // pseudo math, probably replace this?
if (note.tripTimer <= 0.0)
note.canBeHit = false; // or something to just generally invalidate the note from being hit
}overall, good pr!
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these things are all optional, hence why I didn't really start a review, it's just a "it'd be nice to have" situation |
I'll keep this in mind, thanks! |
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does this take the closest note to the mid-range? or the first one to hit the rante |
sorry for the late response i never noticed until now 😭, but it picks up closest to the mid-range |
makes the input system actually feel good to play with now. the rewrite includes:
example of modding the ratings through hscript:
the rewrite was inspired by this branch in the dev repo, it was just modified to have easier modding support and be more finalized in general