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Merge branch 'rewrite/master' into polish/popup-combo-fixes-rebased
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commit
9500722a72
1 changed files with 36 additions and 36 deletions
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@ -30,42 +30,42 @@ class Controls extends FlxActionSet
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* A list of actions that a player would invoke via some input device.
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* Uses FlxActions to funnel various inputs to a single action.
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*/
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var _ui_up = new FlxActionDigital(Action.UI_UP);
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var _ui_left = new FlxActionDigital(Action.UI_LEFT);
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var _ui_right = new FlxActionDigital(Action.UI_RIGHT);
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var _ui_down = new FlxActionDigital(Action.UI_DOWN);
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var _ui_upP = new FlxActionDigital(Action.UI_UP_P);
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var _ui_leftP = new FlxActionDigital(Action.UI_LEFT_P);
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var _ui_rightP = new FlxActionDigital(Action.UI_RIGHT_P);
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var _ui_downP = new FlxActionDigital(Action.UI_DOWN_P);
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var _ui_upR = new FlxActionDigital(Action.UI_UP_R);
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var _ui_leftR = new FlxActionDigital(Action.UI_LEFT_R);
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var _ui_rightR = new FlxActionDigital(Action.UI_RIGHT_R);
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var _ui_downR = new FlxActionDigital(Action.UI_DOWN_R);
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var _note_up = new FlxActionDigital(Action.NOTE_UP);
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var _note_left = new FlxActionDigital(Action.NOTE_LEFT);
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var _note_right = new FlxActionDigital(Action.NOTE_RIGHT);
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var _note_down = new FlxActionDigital(Action.NOTE_DOWN);
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var _note_upP = new FlxActionDigital(Action.NOTE_UP_P);
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var _note_leftP = new FlxActionDigital(Action.NOTE_LEFT_P);
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var _note_rightP = new FlxActionDigital(Action.NOTE_RIGHT_P);
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var _note_downP = new FlxActionDigital(Action.NOTE_DOWN_P);
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var _note_upR = new FlxActionDigital(Action.NOTE_UP_R);
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var _note_leftR = new FlxActionDigital(Action.NOTE_LEFT_R);
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var _note_rightR = new FlxActionDigital(Action.NOTE_RIGHT_R);
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var _note_downR = new FlxActionDigital(Action.NOTE_DOWN_R);
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var _accept = new FlxActionDigital(Action.ACCEPT);
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var _back = new FlxActionDigital(Action.BACK);
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var _pause = new FlxActionDigital(Action.PAUSE);
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var _reset = new FlxActionDigital(Action.RESET);
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var _screenshot = new FlxActionDigital(Action.SCREENSHOT);
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var _cutscene_advance = new FlxActionDigital(Action.CUTSCENE_ADVANCE);
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var _debug_menu = new FlxActionDigital(Action.DEBUG_MENU);
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var _debug_chart = new FlxActionDigital(Action.DEBUG_CHART);
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var _debug_stage = new FlxActionDigital(Action.DEBUG_STAGE);
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var _volume_up = new FlxActionDigital(Action.VOLUME_UP);
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var _volume_down = new FlxActionDigital(Action.VOLUME_DOWN);
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var _volume_mute = new FlxActionDigital(Action.VOLUME_MUTE);
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var _ui_up = new FunkinAction(Action.UI_UP);
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var _ui_left = new FunkinAction(Action.UI_LEFT);
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var _ui_right = new FunkinAction(Action.UI_RIGHT);
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var _ui_down = new FunkinAction(Action.UI_DOWN);
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var _ui_upP = new FunkinAction(Action.UI_UP_P);
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var _ui_leftP = new FunkinAction(Action.UI_LEFT_P);
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var _ui_rightP = new FunkinAction(Action.UI_RIGHT_P);
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var _ui_downP = new FunkinAction(Action.UI_DOWN_P);
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var _ui_upR = new FunkinAction(Action.UI_UP_R);
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var _ui_leftR = new FunkinAction(Action.UI_LEFT_R);
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var _ui_rightR = new FunkinAction(Action.UI_RIGHT_R);
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var _ui_downR = new FunkinAction(Action.UI_DOWN_R);
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var _note_up = new FunkinAction(Action.NOTE_UP);
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var _note_left = new FunkinAction(Action.NOTE_LEFT);
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var _note_right = new FunkinAction(Action.NOTE_RIGHT);
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var _note_down = new FunkinAction(Action.NOTE_DOWN);
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var _note_upP = new FunkinAction(Action.NOTE_UP_P);
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var _note_leftP = new FunkinAction(Action.NOTE_LEFT_P);
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var _note_rightP = new FunkinAction(Action.NOTE_RIGHT_P);
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var _note_downP = new FunkinAction(Action.NOTE_DOWN_P);
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var _note_upR = new FunkinAction(Action.NOTE_UP_R);
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var _note_leftR = new FunkinAction(Action.NOTE_LEFT_R);
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var _note_rightR = new FunkinAction(Action.NOTE_RIGHT_R);
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var _note_downR = new FunkinAction(Action.NOTE_DOWN_R);
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var _accept = new FunkinAction(Action.ACCEPT);
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var _back = new FunkinAction(Action.BACK);
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var _pause = new FunkinAction(Action.PAUSE);
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var _reset = new FunkinAction(Action.RESET);
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var _screenshot = new FunkinAction(Action.SCREENSHOT);
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var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE);
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var _debug_menu = new FunkinAction(Action.DEBUG_MENU);
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var _debug_chart = new FunkinAction(Action.DEBUG_CHART);
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var _debug_stage = new FunkinAction(Action.DEBUG_STAGE);
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var _volume_up = new FunkinAction(Action.VOLUME_UP);
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var _volume_down = new FunkinAction(Action.VOLUME_DOWN);
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var _volume_mute = new FunkinAction(Action.VOLUME_MUTE);
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var byName:Map<String, FunkinAction> = new Map<String, FunkinAction>();
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