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using UnityEngine;
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using System.Collections;
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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 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.
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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 Continuous")]
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#endif
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[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.")]
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public class MMF_NVContinuous : MMF_Feedback
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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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public override float FeedbackDuration { get { return ApplyTimeMultiplier(_duration); } set { _duration = value; } }
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[MMFInspectorGroup("Haptic Amplitude", true, 31)]
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/// the minimum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)
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[Tooltip("the minimum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)")]
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[Range(0f, 1f)]
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public float MinAmplitude = 1f;
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/// the maximum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)
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[Tooltip("the maximum amplitude at which this clip should play (amplitude will be randomized between MinAmplitude and MaxAmplitude)")]
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[Range(0f, 1f)]
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public float MaxAmplitude = 1f;
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[MMFInspectorGroup("Haptic Frequency", true, 32)]
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/// the minimum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)
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[Tooltip("the minimum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)")]
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[Range(0f, 1f)]
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public float MinFrequency = 1f;
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/// the maximum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)
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[Tooltip("the maximum frequency at which this clip should play (frequency will be randomized between MinFrequency and MaxFrequency)")]
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[Range(0f, 1f)]
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public float MaxFrequency = 1f;
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[MMFInspectorGroup("Duration", true, 33)]
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/// the minimum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)
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[Tooltip("the minimum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)")]
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public float MinDuration = 1f;
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/// the maximum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)
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[Tooltip("the maximum duration at which this clip should play (duration will be randomized between MinDuration and MaxDuration)")]
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public float MaxDuration = 1f;
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[MMFInspectorGroup("Real-time Modulation", true, 34)]
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/// whether or not to modulate the haptic signal at runtime
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[Tooltip("whether or not to modulate the haptic signal at runtime")]
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public bool UseRealTimeModulation = false;
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/// if UseRealTimeModulation:true, the curve along which to modulate amplitude for this continuous haptic, over its total duration
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[Tooltip("if UseRealTimeModulation:true, the curve along which to modulate amplitude for this continuous haptic, over its total duration")]
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[MMFCondition("UseRealTimeModulation", true)]
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public AnimationCurve AmplitudeMultiplication = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1f), new Keyframe(1, 0f));
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/// if UseRealTimeModulation:true, the curve along which to modulate frequency for this continuous haptic, over its total duration
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[Tooltip("if UseRealTimeModulation:true, the curve along which to modulate frequency for this continuous haptic, over its total duration")]
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[MMFCondition("UseRealTimeModulation", true)]
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public AnimationCurve ShiftFrequency = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1f), new Keyframe(1, 0f));
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[MMFInspectorGroup("Settings", true, 16)]
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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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protected Coroutine _coroutine;
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protected float _duration = 0f;
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/// <summary>
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/// On play we randomize our amplitude and frequency, trigger our haptic, and initialize real time modulation if needed
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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())
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{
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return;
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}
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float amplitude = Random.Range(MinAmplitude, MaxAmplitude);
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float frequency = Random.Range(MinFrequency, MaxFrequency);
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_duration = Random.Range(MinDuration, MaxDuration);
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HapticSettings.SetGamepad();
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HapticPatterns.PlayConstant(amplitude, frequency, FeedbackDuration);
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if (UseRealTimeModulation)
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{
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_coroutine = Owner.StartCoroutine(RealtimeModulationCo());
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}
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}
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/// <summary>
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/// A coroutine used to modulate frequency and amplitude at runtime
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator RealtimeModulationCo()
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{
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IsPlaying = true;
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float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
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{
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float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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HapticController.clipLevel = AmplitudeMultiplication.Evaluate(remappedTime);
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HapticController.clipFrequencyShift = ShiftFrequency.Evaluate(remappedTime);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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HapticController.clipLevel = AmplitudeMultiplication.Evaluate(FinalNormalizedTime);
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HapticController.clipFrequencyShift = ShiftFrequency.Evaluate(FinalNormalizedTime);
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IsPlaying = false;
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_coroutine = null;
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yield return null;
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}
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/// <summary>
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/// On stop we stop haptics and our coroutine
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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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if (Active && (_coroutine != null))
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{
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Owner.StopCoroutine(_coroutine);
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_coroutine = null;
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}
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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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