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CrowdControl/Assets/Feel/NiceVibrations/Scripts/Components/HapticSource.cs

263 lines
8.9 KiB
C#

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