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

110 lines
5.0 KiB
C#

3 months ago
using UnityEngine;
using MoreMountains.Feedbacks;
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
using Lofelt.NiceVibrations;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// Add this feedback to play a .haptic clip, optionally randomizing its level and frequency
/// </summary>
[AddComponentMenu("")]
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
[FeedbackPath("Haptics/Haptic Clip")]
#endif
[FeedbackHelp("This feedback will let you play a haptic clip, and randomize its level and frequency.")]
public class MMF_NVClip : 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; } }
public override bool EvaluateRequiresSetup() { return (Clip == null); }
public override string RequiredTargetText { get { return Clip != null ? Clip.name : ""; } }
public override string RequiresSetupText { get { return "This feedback requires that a Clip be set to be able to work properly. You can set one below."; } }
#endif
[MMFInspectorGroup("Haptic Clip", true, 13, true)]
/// the haptic clip to play with this feedback
[Tooltip("the haptic clip to play with this feedback")]
public HapticClip Clip;
/// a preset to play should the device you're running your game on doesn't support playing haptic clips
[Tooltip("a preset to play should the device you're running your game on doesn't support playing haptic clips")]
public HapticPatterns.PresetType FallbackPreset = HapticPatterns.PresetType.LightImpact;
/// whether or not this clip should play on a loop, until stopped (won't work on gamepads)
[Tooltip("whether or not this clip should play on a loop, until stopped (won't work on gamepads)")]
public bool Loop = false;
/// at what timestamp this clip should start playing
[Tooltip("at what timestamp this clip should start playing")]
public float SeekTime = 0f;
[MMFInspectorGroup("Level", true, 14)]
/// the minimum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)
[Tooltip("the minimum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)")]
[Range(0f, 5f)]
public float MinLevel = 1f;
/// the maximum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)
[Tooltip("the maximum level at which this clip should play (level will be randomized between MinLevel and MaxLevel)")]
[Range(0f, 5f)]
public float MaxLevel = 1f;
[MMFInspectorGroup("Frequency Shift", true, 15)]
/// the minimum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxLevel)
[Tooltip("the minimum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxFrequencyShift)")]
[Range(-1f, 1f)]
public float MinFrequencyShift = 0f;
/// the maximum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxLevel)
[Tooltip("the maximum frequency shift at which this clip should play (frequency shift will be randomized between MinFrequencyShift and MaxFrequencyShift)")]
[Range(-1f, 1f)]
public float MaxFrequencyShift = 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;
/// <summary>
/// On play, we load our clip, set its settings and play it
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized || !HapticSettings.CanPlay() || (Clip == null))
{
return;
}
HapticController.Load(Clip);
HapticSettings.SetGamepad();
HapticController.fallbackPreset = FallbackPreset;
HapticController.Loop(Loop);
HapticController.Seek(SeekTime);
HapticController.clipLevel = Random.Range(MinLevel, MaxLevel);
HapticController.clipFrequencyShift = Random.Range(MinFrequencyShift, MaxFrequencyShift);
HapticController.Play();
}
/// <summary>
/// On stop we stop haptics
/// </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();
}
#else
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f) { }
#endif
}
}