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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/NiceVibrations/Feedbacks/MMF_NVContinuous.cs

152 lines
7.1 KiB
C#

1 month ago
using UnityEngine;
using System.Collections;
using MoreMountains.Feedbacks;
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
using Lofelt.NiceVibrations;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time.
/// </summary>
[AddComponentMenu("")]
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
[FeedbackPath("Haptics/Haptic Continuous")]
#endif
[FeedbackHelp("Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time.")]
public class MMF_NVContinuous : MMF_Feedback
{
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.HapticsColor; } }
#endif
public override float FeedbackDuration { get { return ApplyTimeMultiplier(_duration); } set { _duration = value; } }
[MMFInspectorGroup("Haptic Amplitude", true, 31)]
/// the minimum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)
[Tooltip("the minimum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)")]
[Range(0f, 1f)]
public float MinAmplitude = 1f;
/// the maximum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)
[Tooltip("the maximum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)")]
[Range(0f, 1f)]
public float MaxAmplitude = 1f;
[MMFInspectorGroup("Haptic Frequency", true, 32)]
/// the minimum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)
[Tooltip("the minimum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)")]
[Range(0f, 1f)]
public float MinFrequency = 1f;
/// the maximum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)
[Tooltip("the maximum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)")]
[Range(0f, 1f)]
public float MaxFrequency = 1f;
[MMFInspectorGroup("Duration", true, 33)]
/// the minimum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)
[Tooltip("the minimum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)")]
public float MinDuration = 1f;
/// the maximum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)
[Tooltip("the maximum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)")]
public float MaxDuration = 1f;
[MMFInspectorGroup("Real-time Modulation", true, 34)]
/// whether or not to modulate the haptic signal at runtime
[Tooltip("whether or not to modulate the haptic signal at runtime")]
public bool UseRealTimeModulation = false;
/// if UseRealTimeModulation:true, the curve along which to modulate amplitude for this continuous haptic, over its total duration
[Tooltip("if UseRealTimeModulation:true, the curve along which to modulate amplitude for this continuous haptic, over its total duration")]
[MMFCondition("UseRealTimeModulation", true)]
public AnimationCurve AmplitudeMultiplication = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1f), new Keyframe(1, 0f));
/// if UseRealTimeModulation:true, the curve along which to modulate frequency for this continuous haptic, over its total duration
[Tooltip("if UseRealTimeModulation:true, the curve along which to modulate frequency for this continuous haptic, over its total duration")]
[MMFCondition("UseRealTimeModulation", true)]
public AnimationCurve ShiftFrequency = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1f), new Keyframe(1, 0f));
[MMFInspectorGroup("Settings", true, 16)]
/// a set of settings you can tweak to specify how and when exactly this haptic should play
[Tooltip("a set of settings you can tweak to specify how and when exactly this haptic should play")]
public MMFeedbackNVSettings HapticSettings;
protected Coroutine _coroutine;
protected float _duration = 0f;
/// <summary>
/// On play we randomize our amplitude and frequency, trigger our haptic, and initialize real time modulation if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized || !HapticSettings.CanPlay())
{
return;
}
float amplitude = Random.Range(MinAmplitude, MaxAmplitude);
float frequency = Random.Range(MinFrequency, MaxFrequency);
_duration = Random.Range(MinDuration, MaxDuration);
HapticSettings.SetGamepad();
HapticPatterns.PlayConstant(amplitude, frequency, FeedbackDuration);
if (UseRealTimeModulation)
{
_coroutine = Owner.StartCoroutine(RealtimeModulationCo());
}
}
/// <summary>
/// A coroutine used to modulate frequency and amplitude at runtime
/// </summary>
/// <returns></returns>
protected virtual IEnumerator RealtimeModulationCo()
{
IsPlaying = true;
float journey = NormalPlayDirection ? 0f : FeedbackDuration;
while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
{
float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
HapticController.clipLevel = AmplitudeMultiplication.Evaluate(remappedTime);
HapticController.clipFrequencyShift = ShiftFrequency.Evaluate(remappedTime);
journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
yield return null;
}
HapticController.clipLevel = AmplitudeMultiplication.Evaluate(FinalNormalizedTime);
HapticController.clipFrequencyShift = ShiftFrequency.Evaluate(FinalNormalizedTime);
IsPlaying = false;
_coroutine = null;
yield return null;
}
/// <summary>
/// On stop we stop haptics and our coroutine
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
{
if (!FeedbackTypeAuthorized)
{
return;
}
base.CustomStopFeedback(position, feedbacksIntensity);
IsPlaying = false;
HapticController.Stop();
if (Active && (_coroutine != null))
{
Owner.StopCoroutine(_coroutine);
_coroutine = null;
}
}
#else
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { }
#endif
}
}