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164 lines
5.9 KiB
C#
164 lines
5.9 KiB
C#
// Copyright (c) Meta Platforms, Inc. and affiliates.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Lofelt.NiceVibrations
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{
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public class ContinuousHapticsDemoManager : DemoManager
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{
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[Header("Texts")]
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public float ContinuousAmplitude = 1f;
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public float ContinuousFrequency = 1f;
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public float ContinuousDuration = 3f;
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public Text ContinuousAmplitudeText;
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public Text ContinuousFrequencyText;
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public Text ContinuousDurationText;
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public Text ContinuousButtonText;
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[Header("Interface")]
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public MMTouchButton ContinuousButton;
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public MMProgressBar AmplitudeProgressBar;
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public MMProgressBar FrequencyProgressBar;
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public MMProgressBar DurationProgressBar;
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public MMProgressBar ContinuousProgressBar;
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public HapticCurve TargetCurve;
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public Slider DurationSlider;
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protected float _timeLeft;
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protected Color _continuousButtonOnColor = new Color32(216, 85, 85, 255);
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protected Color _continuousButtonOffColor = new Color32(242, 27, 80, 255);
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protected bool _continuousActive = false;
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protected float _amplitudeLastFrame = -1f;
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protected float _frequencyLastFrame = -1f;
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protected virtual void Awake()
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{
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ContinuousButton.ReturnToInitialSpriteAutomatically = false;
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ContinuousAmplitudeText.text = ContinuousAmplitude.ToString();
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ContinuousFrequencyText.text = ContinuousFrequency.ToString();
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ContinuousDurationText.text = ContinuousDuration.ToString();
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AmplitudeProgressBar.UpdateBar(ContinuousAmplitude, 0f, 1f);
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FrequencyProgressBar.UpdateBar(ContinuousFrequency, 0f, 1f);
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DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f);
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}
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protected virtual void Update()
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{
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UpdateContinuousDemo();
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}
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protected virtual void UpdateContinuousDemo()
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{
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if (_timeLeft > 0f)
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{
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ContinuousProgressBar.UpdateBar(_timeLeft, 0f, ContinuousDuration);
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_timeLeft -= Time.deltaTime;
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Logo.Shaking = true;
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TargetCurve.Move = true;
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Logo.Amplitude = NiceVibrationsDemoHelpers.Remap(ContinuousAmplitude, 0f, 1f, 1f, 8f);
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Logo.Frequency = NiceVibrationsDemoHelpers.Remap(ContinuousFrequency, 0f, 1f, 10f, 25f);
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}
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else
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{
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ContinuousProgressBar.UpdateBar(0f, 0f, ContinuousDuration);
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Logo.Shaking = false;
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TargetCurve.Move = false;
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if (_continuousActive)
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{
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HapticController.Stop();
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}
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}
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if ((_frequencyLastFrame != ContinuousFrequency) || (_amplitudeLastFrame != ContinuousAmplitude))
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{
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TargetCurve.UpdateCurve(ContinuousAmplitude, ContinuousFrequency);
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}
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_amplitudeLastFrame = ContinuousAmplitude;
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_frequencyLastFrame = ContinuousFrequency;
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}
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public virtual void UpdateContinuousAmplitude(float newAmplitude)
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{
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ContinuousAmplitude = newAmplitude;
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AmplitudeProgressBar.UpdateBar(ContinuousAmplitude, 0f, 1f);
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ContinuousAmplitudeText.text = NiceVibrationsDemoHelpers.Round(newAmplitude, 2).ToString();
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UpdateContinuous();
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}
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public virtual void UpdateContinuousFrequency(float newFrequency)
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{
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ContinuousFrequency = newFrequency;
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FrequencyProgressBar.UpdateBar(ContinuousFrequency, 0f, 1f);
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ContinuousFrequencyText.text = NiceVibrationsDemoHelpers.Round(newFrequency, 2).ToString();
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UpdateContinuous();
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}
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public virtual void UpdateContinuousDuration(float newDuration)
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{
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ContinuousDuration = newDuration;
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DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f);
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ContinuousDurationText.text = NiceVibrationsDemoHelpers.Round(newDuration, 2).ToString();
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}
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protected virtual void UpdateContinuous()
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{
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if (_continuousActive)
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{
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HapticController.clipLevel = ContinuousAmplitude;
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HapticController.clipFrequencyShift = ContinuousFrequency;
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DebugAudioContinuous.volume = ContinuousAmplitude;
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DebugAudioContinuous.pitch = 0.5f + ContinuousFrequency / 2f;
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}
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}
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public virtual void ContinuousHapticsButton()
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{
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if (!_continuousActive)
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{
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// START
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HapticController.fallbackPreset = HapticPatterns.PresetType.LightImpact;
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HapticPatterns.PlayConstant(ContinuousAmplitude, ContinuousFrequency, ContinuousDuration);
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_timeLeft = ContinuousDuration;
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ContinuousButtonText.text = "Stop continuous haptic pattern";
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DurationSlider.interactable = false;
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_continuousActive = true;
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DebugAudioContinuous.Play();
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}
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else
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{
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// STOP
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HapticController.Stop();
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ResetPlayState();
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}
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}
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protected virtual void OnHapticsStopped()
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{
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ResetPlayState();
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}
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protected virtual void ResetPlayState()
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{
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_timeLeft = 0f;
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ContinuousButtonText.text = "Play continuous haptic pattern";
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_continuousActive = false;
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DebugAudioContinuous?.Stop();
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DurationSlider.interactable = true;
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}
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protected virtual void OnEnable()
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{
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HapticController.PlaybackStopped += OnHapticsStopped;
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}
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protected virtual void OnDisable()
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{
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HapticController.PlaybackStopped -= OnHapticsStopped;
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}
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}
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}
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