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using UnityEngine;
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using MoreMountains.Feedbacks;
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#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
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using Lofelt.NiceVibrations;
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#endif
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// Add this feedback to play a .haptic clip, optionally randomizing its level and frequency
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/// </summary>
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[AddComponentMenu("")]
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#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
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[FeedbackPath("Haptics/Haptic Clip")]
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#endif
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[FeedbackHelp("This feedback will let you play a haptic clip, and randomize its level and frequency.")]
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public class MMFeedbackNVClip : MMFeedback
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{
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#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.HapticsColor; } }
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#endif
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[Header("Haptic Clip")]
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/// the haptic clip to play with this feedback
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[Tooltip("the haptic clip to play with this feedback")]
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public HapticClip Clip;
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/// a preset to play should the device you're running your game on doesn't support playing haptic clips
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[Tooltip("a preset to play should the device you're running your game on doesn't support playing haptic clips")]
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public HapticPatterns.PresetType FallbackPreset = HapticPatterns.PresetType.LightImpact;
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/// whether or not this clip should play on a loop, until stopped (won't work on gamepads)
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[Tooltip("whether or not this clip should play on a loop, until stopped (won't work on gamepads)")]
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public bool Loop = false;
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/// at what timestamp this clip should start playing
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[Tooltip("at what timestamp this clip should start playing")]
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public float SeekTime = 0f;
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[Header("Level")]
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/// the minimum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)
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[Tooltip("the minimum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)")]
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[Range(0f, 5f)]
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public float MinLevel = 1f;
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/// the maximum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)
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[Tooltip("the maximum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)")]
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[Range(0f, 5f)]
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public float MaxLevel = 1f;
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[Header("Frequency Shift")]
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/// the minimum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxLevel)
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[Tooltip("the minimum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxFrequencyShift)")]
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[Range(-1f, 1f)]
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public float MinFrequencyShift = 0f;
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/// the maximum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxLevel)
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[Tooltip("the maximum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxFrequencyShift)")]
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[Range(-1f, 1f)]
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public float MaxFrequencyShift = 0f;
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[Header("Settings")]
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/// a set of settings you can tweak to specify how and when exactly this haptic should play
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[Tooltip("a set of settings you can tweak to specify how and when exactly this haptic should play")]
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public MMFeedbackNVSettings HapticSettings;
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/// <summary>
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/// On play, we load our clip, set its settings and play it
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized || !HapticSettings.CanPlay() || (Clip == null))
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{
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return;
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}
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HapticController.Load(Clip);
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HapticSettings.SetGamepad();
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HapticController.fallbackPreset = FallbackPreset;
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HapticController.Loop(Loop);
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HapticController.Seek(SeekTime);
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HapticController.clipLevel = Random.Range(MinLevel, MaxLevel);
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HapticController.clipFrequencyShift = Random.Range(MinFrequencyShift, MaxFrequencyShift);
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HapticController.Play();
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}
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/// <summary>
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/// On stop we stop haptics
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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if (!FeedbackTypeAuthorized)
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{
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return;
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}
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base.CustomStopFeedback(position, feedbacksIntensity);
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IsPlaying = false;
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HapticController.Stop();
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}
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#else
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { }
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#endif
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}
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}
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