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263 lines
8.9 KiB
C#
263 lines
8.9 KiB
C#
2 months ago
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// Copyright (c) Meta Platforms, Inc. and affiliates.
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using UnityEngine;
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namespace Lofelt.NiceVibrations
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{
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/// <summary>
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/// Provides haptic playback functionality for a single haptic clip.
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/// </summary>
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///
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/// HapticSource plays back the HapticClip assigned in the \ref clip property
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/// when calling Play(). It also provides various ways to control playback, such as
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/// seeking, looping and amplitude/frequency modulation.
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///
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/// When a gamepad is connected, the haptic clip will be played back on that gamepad.
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/// See the HapticController documentation for more details about gamepad support.
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///
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/// At the moment, playback of a haptic source is not triggered automatically
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/// by e.g. proximity between the HapticReceiver and the HapticSource,
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/// so you need to call Play() to trigger playback.
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///
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/// You can place multiple HapticSource components in your scene, with a different
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/// HapticClip assigned to each.
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///
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/// HapticSource provides a per-clip <c>MonoBehaviour</c> API for the functionality
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/// in HapticController, while HapticReceiver provides a <c>MonoBehaviour</c> API
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/// for the global functionality in HapticController.
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///
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/// <c>HapticSourceInspector</c> provides a custom editor for HapticSource for the
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/// Inspector.
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[AddComponentMenu("Nice Vibrations/Haptic Source")]
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public class HapticSource : MonoBehaviour
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{
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const int DEFAULT_PRIORITY = 128;
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/// The HapticClip this HapticSource loads and plays.
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public HapticClip clip;
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/// <summary>
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/// The priority of the HapticSource
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/// </summary>
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///
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/// This property is set by <c>HapticSourceInspector</c>. 0 is the highest priority and 256
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/// is the lowest priority.
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///
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/// The default value is 128.
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public int priority = DEFAULT_PRIORITY;
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/// <summary>
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/// Jump in time position of haptic source playback.
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/// </summary>
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///
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/// Initially set to 0.0 seconds.
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/// This value can only be set when using Seek().
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float seekTime = 0.0f;
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[SerializeField]
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HapticPatterns.PresetType _fallbackPreset = HapticPatterns.PresetType.None;
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/// <summary>
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/// The haptic preset to be played when it's not possible to play a haptic clip
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/// </summary>
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[System.ComponentModel.DefaultValue(HapticPatterns.PresetType.None)]
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public HapticPatterns.PresetType fallbackPreset
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{
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get { return _fallbackPreset; }
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set { _fallbackPreset = value; }
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}
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[SerializeField]
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bool _loop = false;
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/// <summary>
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/// Set the haptic source to loop playback of the haptic clip.
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/// </summary>
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///
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/// It will only have any effect once Play() is called.
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///
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/// See HapticController::Loop() for further details.
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[System.ComponentModel.DefaultValue(false)]
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public bool loop
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{
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get { return _loop; }
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set { _loop = value; }
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}
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[SerializeField]
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float _level = 1.0f;
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/// <summary>
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/// The level of the haptic source
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/// </summary>
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///
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/// Haptic source level is applied in combination with output level (which can be set on either
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/// HapticReceiver or HapticController according to preference), to the currently playing
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/// haptic clip. The combination of these two levels and the amplitude within the loaded
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/// haptic at a given moment in time determines the strength of the vibration felt on the device. See
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/// HapticController::clipLevel for further details.
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[System.ComponentModel.DefaultValue(1.0)]
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public float level
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{
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get { return _level; }
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set
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{
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_level = value;
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if (IsLoaded())
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{
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HapticController.clipLevel = _level;
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}
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}
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}
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[SerializeField]
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float _frequencyShift = 0.0f;
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/// <summary>
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/// This shift is added to the frequency of every breakpoint in the clip, including the
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/// emphasis.
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/// </summary>
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///
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/// See HapticController::clipFrequencyShift for further details.
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[System.ComponentModel.DefaultValue(0.0)]
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public float frequencyShift
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{
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get { return _frequencyShift; }
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set
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{
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_frequencyShift = value;
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if (IsLoaded())
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{
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HapticController.clipFrequencyShift = _frequencyShift;
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}
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}
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}
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/// The HapticSource that is currently loaded into HapticController.
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/// This can be null if nothing was ever loaded, or if HapticController::Load()
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/// was called directly, bypassing HapticSource.
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static HapticSource loadedHapticSource = null;
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/// The HapticSource that was last played.
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/// This can be null if nothing was ever player, or if HapticController::Play()
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/// was called directly, bypassing HapticSource.
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/// The lastPlayedHapticSource isn't necessarily playing now, lastPlayedHapticSource
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/// will remain set even if playback has finished or was stopped.
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static HapticSource lastPlayedHapticSource = null;
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static HapticSource()
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{
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// When HapticController::Load() or HapticController::Play() is
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// called directly, bypassing HapticSource, reset loadedHapticSource
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// and lastPlayedHapticSource.
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HapticController.LoadedClipChanged += () =>
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{
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loadedHapticSource = null;
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};
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HapticController.PlaybackStarted += () =>
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{
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lastPlayedHapticSource = null;
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};
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}
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/// <summary>
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/// Loads and plays back the haptic clip.
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/// </summary>
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///
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/// At the moment only one haptic clip at a time can be played. If another
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/// HapticSource is currently playing and has lower priority, its playback will
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/// be stopped.
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///
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/// If a seek time within the time range of the clip has been set with Seek(),
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/// it will jump to that position if \ref loop is <c>false</c>. If \ref loop
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/// is <c>true</c>, seeking will have no effect.
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///
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/// It will loop playback in case \ref loop is <c>true</c>.
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public void Play()
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{
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if (CanPlay())
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{
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//
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// Load
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//
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HapticController.Load(clip);
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loadedHapticSource = this;
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//
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// Apply properties like loop, modulation and seek position
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//
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HapticController.Loop(loop);
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HapticController.clipLevel = level;
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HapticController.clipFrequencyShift = frequencyShift;
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if (seekTime != 0.0f && !loop)
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{
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HapticController.Seek(seekTime);
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}
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//
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// Play
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//
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HapticController.fallbackPreset = fallbackPreset;
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HapticController.Play();
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lastPlayedHapticSource = this;
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}
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}
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private bool CanPlay()
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{
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return (!HapticController.IsPlaying() ||
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(lastPlayedHapticSource != null && priority <= lastPlayedHapticSource.priority));
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}
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/// <summary>
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/// Checks if the current HapticSource has been loaded into HapticController.
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/// </summary>
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///
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/// This is used to avoid triggering operations on HapticController while
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/// another HapticSource is loaded.
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private bool IsLoaded()
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{
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return Object.ReferenceEquals(this, loadedHapticSource);
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}
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/// <summary>
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/// Stops playback that was previously started with Play().
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/// </summary>
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public void Stop()
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{
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if (IsLoaded())
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{
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HapticController.Stop();
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}
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}
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/// <summary>
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/// Sets the time position to jump to when Play() is called.
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/// </summary>
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///
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/// It will only have an effect once Play() is called.
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///
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/// <param name="time">The position in the clip, in seconds</param>
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public void Seek(float time)
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{
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this.seekTime = time;
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}
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/// <summary>
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/// When a <c>GameObject</c> is disabled, stop playback if this HapticSource is
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/// playing.
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/// </summary>
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public void OnDisable()
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{
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if (HapticController.IsPlaying() && IsLoaded())
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{
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this.Stop();
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}
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}
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}
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}
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