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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/NiceVibrations/Feedbacks/Legacy/MMFeedbackNVSettings.cs

77 lines
2.6 KiB
C#

3 months ago
using UnityEngine;
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
using Lofelt.NiceVibrations;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
/// <summary>
/// A class used to store and manage common Nice Vibrations feedback settings
/// </summary>
[System.Serializable]
public class MMFeedbackNVSettings
{
#if MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED
/// whether or not to force this haptic to play on a specific gamepad
[Tooltip("whether or not to force this haptic to play on a specific gamepad")]
public bool ForceGamepadID = false;
/// The ID of the gamepad on which to play this haptic
[Tooltip("The ID of the gamepad on which to play this haptic")]
public int GamepadID = 0;
/// whether or not this haptic should play only if haptics are supported
[Tooltip("whether or not this haptic should play only if haptics are supported")]
public bool OnlyPlayIfHapticsSupported = true;
/// whether or not this haptic should play only if advanced haptics requirements are met on the device
[Tooltip("whether or not this haptic should play only if advanced haptics requirements are met on the device")]
public bool OnlyPlayIfAdvancedRequirementsMet = false;
/// whether or not this haptic should play only if the device supports amplitude modulation
[Tooltip("whether or not this haptic should play only if the device supports amplitude modulation")]
public bool OnlyPlayIfAmplitudeModulationSupported = false;
/// whether or not this haptic should play only if the device supports frequency modulation
[Tooltip("whether or not this haptic should play only if the device supports frequency modulation")]
public bool OnlyPlayIfFrequencyModulationSupported = false;
/// <summary>
/// If necessary, forces the current haptic to play on a specific gamepad
/// </summary>
public virtual void SetGamepad()
{
if (ForceGamepadID)
{
GamepadRumbler.SetCurrentGamepad(GamepadID);
}
}
/// <summary>
/// Whether or not this haptic can play based on the specified conditions
/// </summary>
/// <returns></returns>
public virtual bool CanPlay()
{
#if UNITY_IOS || UNITY_ANDROID
if (OnlyPlayIfHapticsSupported && !DeviceCapabilities.isVersionSupported)
{
return false;
}
#endif
if (OnlyPlayIfAdvancedRequirementsMet && !DeviceCapabilities.meetsAdvancedRequirements)
{
return false;
}
if (OnlyPlayIfAmplitudeModulationSupported && !DeviceCapabilities.hasAmplitudeModulation)
{
return false;
}
if (OnlyPlayIfFrequencyModulationSupported && !DeviceCapabilities.hasFrequencyModulation)
{
return false;
}
return true;
}
#endif
}
}