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