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gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-Editor Default Resources/Firebase/firebase_lockup.png timeCreated: 1473376336 licenseType: Pro diff --git a/Assets/Editor Default Resources/Firebase/firebase_lockup_dark.png.meta b/Assets/Editor Default Resources/Firebase/firebase_lockup_dark.png.meta index 77d43d4..2a46d3e 100644 --- a/Assets/Editor Default Resources/Firebase/firebase_lockup_dark.png.meta +++ b/Assets/Editor Default Resources/Firebase/firebase_lockup_dark.png.meta @@ -2,7 +2,7 @@ fileFormatVersion: 2 guid: b93330fc8ea08407dbc514b5101afa14 labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-Editor Default Resources/Firebase/firebase_lockup_dark.png timeCreated: 1472601251 licenseType: Pro diff --git a/Assets/ExternalDependencyManager/Editor/1.2.185/Google.PackageManagerResolver.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.185/Google.PackageManagerResolver.dll.meta index b6b78a2..c636e89 100644 --- a/Assets/ExternalDependencyManager/Editor/1.2.185/Google.PackageManagerResolver.dll.meta +++ b/Assets/ExternalDependencyManager/Editor/1.2.185/Google.PackageManagerResolver.dll.meta @@ -24,7 +24,7 @@ PluginImporter: - first: Editor: Editor second: - enabled: 1 + enabled: 0 settings: DefaultValueInitialized: true - first: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.185/Google.VersionHandlerImpl.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.185/Google.VersionHandlerImpl.dll.meta index 1742d2b..68ea47e 100644 --- a/Assets/ExternalDependencyManager/Editor/1.2.185/Google.VersionHandlerImpl.dll.meta +++ b/Assets/ExternalDependencyManager/Editor/1.2.185/Google.VersionHandlerImpl.dll.meta @@ -24,7 +24,7 @@ PluginImporter: - first: Editor: Editor second: - enabled: 1 + enabled: 0 settings: DefaultValueInitialized: true - first: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187.meta b/Assets/ExternalDependencyManager/Editor/1.2.187.meta new file mode 100644 index 0000000..3cf56b1 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad44ac939a5c7544993366333c2532d6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll new file mode 100644 index 0000000..c2b5355 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:83afccd1b783d27690c29985ee155a32fe03add55681bacfda5095e57c9ac0ed +size 85504 diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll.meta new file mode 100644 index 0000000..b566dc2 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: 81a757c73e784317b917c61d213fb409 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 0 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll new file mode 100644 index 0000000..7dbedbe --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cb03903d623155df60e76c466ca5e16449bc8915d81853c4b871892bd017c87a +size 364544 diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll.meta new file mode 100644 index 0000000..56695be --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: 7f5716a99eb1476d9ee5f077d6b54c11 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll new file mode 100644 index 0000000..1ede568 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:187e11307af71110d31e61f455930d07376b0b775b970ad8c35e8c6ac087aab6 +size 74240 diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll.meta new file mode 100644 index 0000000..145c4c4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: ebc81d44045a4533903ae8d80e189cd4 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll new file mode 100644 index 0000000..59c7242 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:95fb5c94e0850d0035033318c0073aa48f656ac7e234a84109e6f36139b84918 +size 119296 diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll.meta b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll.meta new file mode 100644 index 0000000..feb62c2 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: f5fc7702bb5f4ba8a2f5bf02b99beb09 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md index b547fe7..c923c1f 100644 --- a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -1,3 +1,13 @@ +# Version 1.2.187 - Jan 20, 2026 +* General - Enable Editor DLLs by default, to fix initialization errors. +* Android Resolver - Fix issue with nested m2repository directories. Fixes #716 +* iOS Resolver - Add support for using Swift Package Manager. + +# Version 1.2.186 - May 19, 2025 +* iOS Resolver - Set `validateReferences` to off by default, + to prevent errors when running without iOS Support installed. + Fixes #412 and #622 + # Version 1.2.185 - Feb 3, 2025 * Android Resolver - Reverse conditional checker for `packaging` keyword in maintemplate based on android gradle plugin version. Fixes #715 diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta index ef5e5b8..7d27625 100644 --- a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: 15066d50e81445ed9e318d0c2beede4e +guid: ff38baa7337e404f8a2bb7852f8f731a labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md TextScriptImporter: externalObjects: {} diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll index 7323ed9..852545b 100644 --- a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:de48970ed5e5d98a55a82105757e95bfa361d81700e4379dce7a75366059acb3 +oid sha256:9fafa3d247736a5b48d46a28d62c502c747dfc77fdcacb229a3e8b2eb3c8082e size 15360 diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta index 5882052..67a912e 100644 --- a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta @@ -1,7 +1,10 @@ fileFormatVersion: 2 -guid: 61c24b9980ea49ae90c8b62fb489de77 +guid: e2c97f7cb0534972a32514c0bf4b4f48 labels: - gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/Google.VersionHandler.dll +- gvhp_targets-editor PluginImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE.meta b/Assets/ExternalDependencyManager/Editor/LICENSE.meta index 3030474..3220b41 100644 --- a/Assets/ExternalDependencyManager/Editor/LICENSE.meta +++ b/Assets/ExternalDependencyManager/Editor/LICENSE.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: a0a74f7579114ab58b46e496d4b2ba97 +guid: eca58a95d98c4fc297d3ad17b7bf24c6 labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE DefaultImporter: externalObjects: {} diff --git a/Assets/ExternalDependencyManager/Editor/README.md b/Assets/ExternalDependencyManager/Editor/README.md index a9aafe9..207c6b1 100644 --- a/Assets/ExternalDependencyManager/Editor/README.md +++ b/Assets/ExternalDependencyManager/Editor/README.md @@ -302,8 +302,41 @@ Manager > Android Resolver > Display Libraries` menu item. ### iOS Resolver -The iOS resolver component of this plugin manages -[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and the +The iOS resolver component of this plugin supports both [Swift Packages](https://www.swift.org/packages/) and +[CocoaPods](https://cocoapods.org/). + +#### Swift Package Manager Support +Swift Packages are a newer way to add dependencies on iOS+ platforms. EDM4U uses Unity's built in ability to add Packages to the generated Xcode project, parsing from the library's Dependencies xml file. + +For example, to add the Firebase Analytics package: + +```xml + + + + + +``` + +##### Replacing Cocoapods + +In the Dependencies xml files, libraries can reference both Swift Packages, and Cocoapods. This is useful to give developers the option to fallback to the previous Cocoapods behavior if they want to. To specify which Pods the Package is meant to be replacing in the xml file, so that when the resolution runs, it knows not to add both. + +For example, to add the AdMob package to replace the Pod example provided below: + +```xml + + + + + +``` + +#### CocoaPods Support +A CocoaPods `Podfile` is generated and the `pod` tool is executed as a post build process step to add dependencies to the Xcode project exported by Unity. @@ -320,7 +353,7 @@ For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: ``` -#### Integration Strategies +##### Integration Strategies The `CocoaPods` are either: @@ -345,7 +378,7 @@ using UnityEditor; using UnityEditor.Callbacks; using UnityEngine; -public class PostProcessIOS : MonoBehaviour +public class PostProcessIOS { // Must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and // that it's added before "pod install" (50). diff --git a/Assets/ExternalDependencyManager/Editor/README.md.meta b/Assets/ExternalDependencyManager/Editor/README.md.meta index 754529f..0feb2d6 100644 --- a/Assets/ExternalDependencyManager/Editor/README.md.meta +++ b/Assets/ExternalDependencyManager/Editor/README.md.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: eda60a5e280441219d51748b60eaf0b7 +guid: db858ca0dc4e44d79fe00e9d1a428eba labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-ExternalDependencyManager/Editor/README.md TextScriptImporter: externalObjects: {} diff --git a/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt new file mode 100644 index 0000000..ef42ce8 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt @@ -0,0 +1,13 @@ +Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.pdb +Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.187/Google.JarResolver.pdb +Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.dll +Assets/ExternalDependencyManager/Editor/1.2.187/Google.PackageManagerResolver.pdb +Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.dll +Assets/ExternalDependencyManager/Editor/1.2.187/Google.VersionHandlerImpl.pdb +Assets/ExternalDependencyManager/Editor/CHANGELOG.md +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll +Assets/ExternalDependencyManager/Editor/Google.VersionHandler.pdb +Assets/ExternalDependencyManager/Editor/LICENSE +Assets/ExternalDependencyManager/Editor/README.md diff --git a/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt.meta b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt.meta new file mode 100644 index 0000000..9ddf94d --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 5fb8a7aa9dba440483d41094ce520bd5 +labels: +- gvh +- gvh_manifest +- gvh_version-1.2.187 +- gvhp_exportpath-ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.187_manifest.txt +- gvhp_manifestname-0External Dependency Manager +- gvhp_manifestname-play-services-resolver +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/AppDependencies.xml b/Assets/Firebase/Editor/AppDependencies.xml index ec1d231..b9ec092 100644 --- a/Assets/Firebase/Editor/AppDependencies.xml +++ b/Assets/Firebase/Editor/AppDependencies.xml @@ -4,18 +4,21 @@ FirebaseApp iOS and Android Dependencies. --> + + + - + - + - + - + - + Assets/Firebase/m2repository diff --git a/Assets/Firebase/Editor/AppDependencies.xml.meta b/Assets/Firebase/Editor/AppDependencies.xml.meta index e34bfdc..18c110c 100644 --- a/Assets/Firebase/Editor/AppDependencies.xml.meta +++ b/Assets/Firebase/Editor/AppDependencies.xml.meta @@ -2,7 +2,7 @@ fileFormatVersion: 2 guid: 9b63af95d9364af4a3d8ce58738b6223 labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-Firebase/Editor/AppDependencies.xml timeCreated: 1480838400 DefaultImporter: diff --git a/Assets/Firebase/Editor/AuthDependencies.xml b/Assets/Firebase/Editor/AuthDependencies.xml index 5d52876..4629af9 100644 --- a/Assets/Firebase/Editor/AuthDependencies.xml +++ b/Assets/Firebase/Editor/AuthDependencies.xml @@ -4,16 +4,19 @@ FirebaseAuth iOS and Android Dependencies. --> + + + - + - + - + - + Assets/Firebase/m2repository diff --git a/Assets/Firebase/Editor/AuthDependencies.xml.meta b/Assets/Firebase/Editor/AuthDependencies.xml.meta index 4d35b4a..b81c40b 100644 --- a/Assets/Firebase/Editor/AuthDependencies.xml.meta +++ b/Assets/Firebase/Editor/AuthDependencies.xml.meta @@ -2,7 +2,7 @@ fileFormatVersion: 2 guid: 2bec2bf8d84d4997ba2dd66263781f3d labels: - gvh -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-Firebase/Editor/AuthDependencies.xml timeCreated: 1480838400 DefaultImporter: diff --git a/Assets/Firebase/Editor/Firebase.Editor.dll b/Assets/Firebase/Editor/Firebase.Editor.dll index b1275b8..0adffd2 100644 --- a/Assets/Firebase/Editor/Firebase.Editor.dll +++ b/Assets/Firebase/Editor/Firebase.Editor.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a628035c605e96734e383f41f2107de3486e2c203036eeb33a40fcbb4bc33d8f -size 94208 +oid sha256:33678cc708646a51897c36687b0868c71a345e36e30fec8d2ec85b5b2c5e4741 +size 91648 diff --git a/Assets/Firebase/Editor/Firebase.Editor.dll.meta b/Assets/Firebase/Editor/Firebase.Editor.dll.meta index b511518..ad7193b 100644 --- a/Assets/Firebase/Editor/Firebase.Editor.dll.meta +++ b/Assets/Firebase/Editor/Firebase.Editor.dll.meta @@ -3,7 +3,7 @@ guid: 9f2edbf81053418f879076c05f816dc2 labels: - gvh - gvh_targets-editor -- gvh_version-12.8.0 +- gvh_version-13.10.0 - gvhp_exportpath-Firebase/Editor/Firebase.Editor.dll PluginImporter: externalObjects: {} @@ -14,7 +14,7 @@ PluginImporter: isPreloaded: 0 isOverridable: 0 isExplicitlyReferenced: 0 - validateReferences: 1 + validateReferences: 0 platformData: - first: : Linux diff --git a/Assets/Firebase/Editor/FirebaseAuth_version-13.10.0_manifest.txt b/Assets/Firebase/Editor/FirebaseAuth_version-13.10.0_manifest.txt new file mode 100644 index 0000000..4843f5c --- /dev/null +++ b/Assets/Firebase/Editor/FirebaseAuth_version-13.10.0_manifest.txt @@ -0,0 +1,72 @@ +Assets/Editor Default Resources/Firebase/fb_analytics.png +Assets/Editor Default Resources/Firebase/fb_analytics_dark.png +Assets/Editor Default Resources/Firebase/fb_auth.png +Assets/Editor Default 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{} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal.meta b/Assets/Firebase/FirebaseApp/Internal.meta new file mode 100644 index 0000000..791ae39 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0fe578724beee9a43853c7797c7f0ba3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs new file mode 100644 index 0000000..11a59a6 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs @@ -0,0 +1,439 @@ +/* + * Copyright 2025 Google LLC + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +using System; +using System.Net.Http; +using System.Net.WebSockets; +using System.Reflection; +using System.Threading.Tasks; + +namespace Firebase.Internal +{ + // Contains internal helper methods for interacting with other Firebase libraries. + internal static class FirebaseInterops + { + // The cached fields for FirebaseApp reflection. + private static PropertyInfo _dataCollectionProperty = null; + + // The various App Check types needed to retrieve the token, cached via reflection on startup. + private static Type _appCheckType; + private static MethodInfo _appCheckGetInstanceMethod; + private static MethodInfo _appCheckGetTokenMethod; + private static PropertyInfo _appCheckTokenResultProperty; + private static PropertyInfo _appCheckTokenTokenProperty; + // Used to determine if the App Check reflection initialized successfully, and should work. + private static bool _appCheckReflectionInitialized = false; + // The header used by the AppCheck token. + private const string appCheckHeader = "X-Firebase-AppCheck"; + + // The various Auth types needed to retrieve the token, cached via reflection on startup. + private static Type _authType; + private static MethodInfo _authGetAuthMethod; + private static PropertyInfo _authCurrentUserProperty; + private static MethodInfo _userTokenAsyncMethod; + private static PropertyInfo _userTokenTaskResultProperty; + // Used to determine if the Auth reflection initialized successfully, and should work. + private static bool _authReflectionInitialized = false; + // The header used by the AppCheck token. + private const string authHeader = "Authorization"; + + static FirebaseInterops() + { + InitializeAppReflection(); + InitializeAppCheckReflection(); + InitializeAuthReflection(); + } + + private static void LogError(string message) + { +#if FIREBASEAI_DEBUG_LOGGING + UnityEngine.Debug.LogError(message); +#endif + } + + // Cache the methods needed for FirebaseApp reflection. + private static void InitializeAppReflection() + { + try + { + _dataCollectionProperty = typeof(FirebaseApp).GetProperty( + "IsDataCollectionDefaultEnabled", + BindingFlags.Instance | BindingFlags.NonPublic); + if (_dataCollectionProperty == null) + { + LogError("Could not find FirebaseApp.IsDataCollectionDefaultEnabled property via reflection."); + return; + } + if (_dataCollectionProperty.PropertyType != typeof(bool)) + { + LogError("FirebaseApp.IsDataCollectionDefaultEnabled is not a bool, " + + $"but is {_dataCollectionProperty.PropertyType}"); + return; + } + } + catch (Exception e) + { + LogError($"Failed to initialize FirebaseApp reflection: {e}"); + } + } + + // Gets the property FirebaseApp.IsDataCollectionDefaultEnabled. + public static bool GetIsDataCollectionDefaultEnabled(FirebaseApp firebaseApp) + { + if (firebaseApp == null || _dataCollectionProperty == null) + { + return false; + } + + try + { + return (bool)_dataCollectionProperty.GetValue(firebaseApp); + } + catch (Exception e) + { + LogError($"Error accessing 'IsDataCollectionDefaultEnabled': {e}"); + return false; + } + } + + // SDK version to use if unable to find it. + private const string _unknownSdkVersion = "unknown"; + private static readonly Lazy _sdkVersionFetcher = new(() => + { + try + { + // Get the type Firebase.VersionInfo from the assembly that defines FirebaseApp. + Type versionInfoType = typeof(FirebaseApp).Assembly.GetType("Firebase.VersionInfo"); + if (versionInfoType == null) + { + LogError("Firebase.VersionInfo type not found via reflection"); + return _unknownSdkVersion; + } + + // Firebase.VersionInfo.SdkVersion + PropertyInfo sdkVersionProperty = versionInfoType.GetProperty( + "SdkVersion", + BindingFlags.Static | BindingFlags.NonPublic); + if (sdkVersionProperty == null) + { + LogError("Firebase.VersionInfo.SdkVersion property not found via reflection."); + return _unknownSdkVersion; + } + + return sdkVersionProperty.GetValue(null) as string ?? _unknownSdkVersion; + } + catch (Exception e) + { + LogError($"Error accessing SdkVersion via reflection: {e}"); + return _unknownSdkVersion; + } + }); + + // Gets the internal property Firebase.VersionInfo.SdkVersion + internal static string GetVersionInfoSdkVersion() + { + return _sdkVersionFetcher.Value; + } + + // Cache the various types and methods needed for AppCheck token retrieval. + private static void InitializeAppCheckReflection() + { + const string firebaseAppCheckTypeName = "Firebase.AppCheck.FirebaseAppCheck, Firebase.AppCheck"; + const string getAppCheckTokenMethodName = "GetAppCheckTokenAsync"; + + try + { + // Set this to false, to allow easy failing out via return. + _appCheckReflectionInitialized = false; + + _appCheckType = Type.GetType(firebaseAppCheckTypeName); + if (_appCheckType == null) + { + return; + } + + // Get the static method GetInstance(FirebaseApp app) + _appCheckGetInstanceMethod = _appCheckType.GetMethod( + "GetInstance", BindingFlags.Static | BindingFlags.Public, null, + new Type[] { typeof(FirebaseApp) }, null); + if (_appCheckGetInstanceMethod == null) + { + LogError("Could not find FirebaseAppCheck.GetInstance method via reflection."); + return; + } + + // Get the instance method GetAppCheckTokenAsync(bool forceRefresh) + _appCheckGetTokenMethod = _appCheckType.GetMethod( + getAppCheckTokenMethodName, BindingFlags.Instance | BindingFlags.Public, null, + new Type[] { typeof(bool) }, null); + if (_appCheckGetTokenMethod == null) + { + LogError($"Could not find {getAppCheckTokenMethodName} method via reflection."); + return; + } + + // Should be Task + Type appCheckTokenTaskType = _appCheckGetTokenMethod.ReturnType; + + // Get the Result property from the Task + _appCheckTokenResultProperty = appCheckTokenTaskType.GetProperty("Result"); + if (_appCheckTokenResultProperty == null) + { + LogError("Could not find Result property on App Check token Task."); + return; + } + + // Should be AppCheckToken + Type appCheckTokenType = _appCheckTokenResultProperty.PropertyType; + + _appCheckTokenTokenProperty = appCheckTokenType.GetProperty("Token"); + if (_appCheckTokenTokenProperty == null) + { + LogError($"Could not find Token property on AppCheckToken."); + return; + } + + _appCheckReflectionInitialized = true; + } + catch (Exception e) + { + LogError($"Exception during static initialization of FirebaseInterops: {e}"); + } + } + + // Gets the AppCheck Token, assuming there is one. Otherwise, returns null. + internal static async Task GetAppCheckTokenAsync(FirebaseApp firebaseApp) + { + // If AppCheck reflection failed for any reason, nothing to do. + if (!_appCheckReflectionInitialized) + { + return null; + } + + try + { + // Get the FirebaseAppCheck instance for the current FirebaseApp + object appCheckInstance = _appCheckGetInstanceMethod.Invoke(null, new object[] { firebaseApp }); + if (appCheckInstance == null) + { + LogError("Failed to get FirebaseAppCheck instance via reflection."); + return null; + } + + // Invoke GetAppCheckTokenAsync(false) - returns a Task + object taskObject = _appCheckGetTokenMethod.Invoke(appCheckInstance, new object[] { false }); + if (taskObject is not Task appCheckTokenTask) + { + LogError($"Invoking GetToken did not return a Task."); + return null; + } + + // Await the task to get the AppCheckToken result + await appCheckTokenTask; + + // Check for exceptions in the task + if (appCheckTokenTask.IsFaulted) + { + LogError($"Error getting App Check token: {appCheckTokenTask.Exception}"); + return null; + } + + // Get the Result property from the Task + object tokenResult = _appCheckTokenResultProperty.GetValue(appCheckTokenTask); // This is the AppCheckToken struct + if (tokenResult == null) + { + LogError("App Check token result was null."); + return null; + } + + // Get the Token property from the AppCheckToken struct + return _appCheckTokenTokenProperty.GetValue(tokenResult) as string; + } + catch (Exception e) + { + // Log any exceptions during the reflection/invocation process + LogError($"An error occurred while trying to fetch App Check token: {e}"); + } + return null; + } + + // Cache the various types and methods needed for Auth token retrieval. + private static void InitializeAuthReflection() + { + const string firebaseAuthTypeName = "Firebase.Auth.FirebaseAuth, Firebase.Auth"; + const string getTokenMethodName = "TokenAsync"; + + try + { + // Set this to false, to allow easy failing out via return. + _authReflectionInitialized = false; + + _authType = Type.GetType(firebaseAuthTypeName); + if (_authType == null) + { + // Auth assembly likely not present, fine to skip + return; + } + + // Get the static method GetAuth(FirebaseApp app): + _authGetAuthMethod = _authType.GetMethod( + "GetAuth", BindingFlags.Static | BindingFlags.Public, null, + new Type[] { typeof(FirebaseApp) }, null); + if (_authGetAuthMethod == null) + { + LogError("Could not find FirebaseAuth.GetAuth method via reflection."); + return; + } + + // Get the CurrentUser property from FirebaseAuth instance + _authCurrentUserProperty = _authType.GetProperty("CurrentUser", BindingFlags.Instance | BindingFlags.Public); + if (_authCurrentUserProperty == null) + { + LogError("Could not find FirebaseAuth.CurrentUser property via reflection."); + return; + } + + // This should be FirebaseUser type + Type userType = _authCurrentUserProperty.PropertyType; + + // Get the TokenAsync(bool) method from FirebaseUser + _userTokenAsyncMethod = userType.GetMethod( + getTokenMethodName, BindingFlags.Instance | BindingFlags.Public, null, + new Type[] { typeof(bool) }, null); + if (_userTokenAsyncMethod == null) + { + LogError($"Could not find FirebaseUser.{getTokenMethodName}(bool) method via reflection."); + return; + } + + // The return type is Task + Type tokenTaskType = _userTokenAsyncMethod.ReturnType; + + // Get the Result property from Task + _userTokenTaskResultProperty = tokenTaskType.GetProperty("Result"); + if (_userTokenTaskResultProperty == null) + { + LogError("Could not find Result property on Auth token Task."); + return; + } + + // Check if Result property is actually a string + if (_userTokenTaskResultProperty.PropertyType != typeof(string)) + { + LogError("Auth token Task's Result property is not a string, " + + $"but is {_userTokenTaskResultProperty.PropertyType}"); + return; + } + + _authReflectionInitialized = true; + } + catch (Exception e) + { + LogError($"Exception during static initialization of Auth reflection in FirebaseInterops: {e}"); + _authReflectionInitialized = false; + } + } + + // Gets the Auth Token, assuming there is one. Otherwise, returns null. + internal static async Task GetAuthTokenAsync(FirebaseApp firebaseApp) + { + // If Auth reflection failed for any reason, nothing to do. + if (!_authReflectionInitialized) + { + return null; + } + + try + { + // Get the FirebaseAuth instance for the given FirebaseApp. + object authInstance = _authGetAuthMethod.Invoke(null, new object[] { firebaseApp }); + if (authInstance == null) + { + LogError("Failed to get FirebaseAuth instance via reflection."); + return null; + } + + // Get the CurrentUser property + object currentUser = _authCurrentUserProperty.GetValue(authInstance); + if (currentUser == null) + { + // No user logged in, so no token + return null; + } + + // Invoke TokenAsync(false) - returns a Task + object taskObject = _userTokenAsyncMethod.Invoke(currentUser, new object[] { false }); + if (taskObject is not Task tokenTask) + { + LogError("Invoking TokenAsync did not return a Task."); + return null; + } + + // Await the task to get the token result + await tokenTask; + + // Check for exceptions in the task + if (tokenTask.IsFaulted) + { + LogError($"Error getting Auth token: {tokenTask.Exception}"); + return null; + } + + // Get the Result property (which is the string token) + return _userTokenTaskResultProperty.GetValue(tokenTask) as string; + } + catch (Exception e) + { + // Log any exceptions during the reflection/invocation process + LogError($"An error occurred while trying to fetch Auth token: {e}"); + } + return null; + } + + // Adds the other Firebase tokens to the HttpRequest, as available. + internal static async Task AddFirebaseTokensAsync(HttpRequestMessage request, FirebaseApp firebaseApp, string authTokenPrefix = "Firebase") + { + string appCheckToken = await GetAppCheckTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(appCheckToken)) + { + request.Headers.Add(appCheckHeader, appCheckToken); + } + + string authToken = await GetAuthTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(authToken)) + { + request.Headers.Add(authHeader, $"{authTokenPrefix} {authToken}"); + } + } + + // Adds the other Firebase tokens to the WebSocket, as available. + internal static async Task AddFirebaseTokensAsync(ClientWebSocket socket, FirebaseApp firebaseApp, string authTokenPrefix = "Firebase") + { + string appCheckToken = await GetAppCheckTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(appCheckToken)) + { + socket.Options.SetRequestHeader(appCheckHeader, appCheckToken); + } + + string authToken = await GetAuthTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(authToken)) + { + socket.Options.SetRequestHeader(authHeader, $"{authTokenPrefix} {authToken}"); + } + } + } + +} diff --git a/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta new file mode 100644 index 0000000..9b2ad11 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc30602676ea492eab91b6ff7cd6ba3b +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/FirebaseApp/Internal/FirebaseInterops.cs +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs new file mode 100644 index 0000000..917069f --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs @@ -0,0 +1,89 @@ +/* + * Copyright 2025 Google LLC + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +using System; +using System.Net; +using System.Net.Http; +using System.Threading.Tasks; + +namespace Firebase.Internal +{ + // Helper functions to help handling the Http calls. + internal static class HttpHelpers + { + internal static async Task SetRequestHeaders(HttpRequestMessage request, FirebaseApp firebaseApp, string authPrefix = "Firebase") + { + request.Headers.Add("x-goog-api-key", firebaseApp.Options.ApiKey); + string version = FirebaseInterops.GetVersionInfoSdkVersion(); + request.Headers.Add("x-goog-api-client", $"gl-csharp/8.0 fire/{version}"); + if (FirebaseInterops.GetIsDataCollectionDefaultEnabled(firebaseApp)) + { + request.Headers.Add("X-Firebase-AppId", firebaseApp.Options.AppId); + request.Headers.Add("X-Firebase-AppVersion", UnityEngine.Application.version); + } + // Add additional Firebase tokens to the header. + await FirebaseInterops.AddFirebaseTokensAsync(request, firebaseApp, authPrefix); + } + + // Helper function to throw an exception if the Http Response indicates failure. + // Useful as EnsureSuccessStatusCode can leave out relevant information. + internal static async Task ValidateHttpResponse(HttpResponseMessage response) + { + if (response.IsSuccessStatusCode) + { + return; + } + + // Status code indicates failure, try to read the content for more details + string errorContent = "No error content available."; + if (response.Content != null) + { + try + { + errorContent = await response.Content.ReadAsStringAsync(); + } + catch (Exception readEx) + { + // Handle being unable to read the content + errorContent = $"Failed to read error content: {readEx.Message}"; + } + } + + // Construct the exception with as much information as possible. + var ex = new HttpRequestException( + $"HTTP request failed with status code: {(int)response.StatusCode} ({response.ReasonPhrase}).\n" + + $"Error Content: {errorContent}", + null + ); + ex.Data["StatusCode"] = response.StatusCode; + + throw ex; + } + } + + // Extension to get the StatusCode from the exception. + internal static class HttpRequestExceptionExtensions + { + internal static HttpStatusCode? GetStatusCode(this HttpRequestException exception) + { + if (exception.Data.Contains("StatusCode")) + { + return (HttpStatusCode)exception.Data["StatusCode"]; + } + return null; + } + } +} diff --git a/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta new file mode 100644 index 0000000..cd00a1d --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: edaf55a8a9944057852d797b4558bf8a +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/FirebaseApp/Internal/HttpHelpers.cs +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/link.xml b/Assets/Firebase/FirebaseApp/Internal/link.xml new file mode 100644 index 0000000..cd3baaf --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/link.xml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git 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+//------------------------------------------------------------------------------ +// HeadphoneMotion - Unity plugin that exposes the CMHeadphoneMotionManager API +// GitHub: https://github.com/anastasiadevana/HeadphoneMotion +//------------------------------------------------------------------------------ +// +// MIT License +// +// Copyright (c) 2020 Anastasia Devana +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +//------------------------------------------------------------------------------ + +using System; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +namespace HearXR +{ + /// + /// Example of using HeadphoneMotion. + /// + public class HeadphoneMotionExample : MonoBehaviour + { + #region Editor Fields + [SerializeField] private Transform _rotateTarget = default; + [SerializeField] private Text _motionAvailabilityText = default; + [SerializeField] private Text _headphoneConnectionStatusText = default; + [SerializeField] private Button _toggleTrackingButton = default; + [SerializeField] private Button _calibrateStartingRotationButton = default; + [SerializeField] private Button _resetCalibrationButton = default; + #endregion + + #region Private Fields + private bool _motionAvailable; + private bool _tracking; + private bool _headphonesConnected; + private Text _trackingButtonText; + private Quaternion _lastRotation = Quaternion.identity; + private Quaternion _calibratedOffset = Quaternion.identity; + #endregion + + #region Init + private void Start() + { + // Add event listeners to buttons and hide buttons as needed. + _toggleTrackingButton.onClick.AddListener(ToggleTracking); + _trackingButtonText = _toggleTrackingButton.GetComponentInChildren(); + + _calibrateStartingRotationButton.onClick.AddListener(CalibrateStartingRotation); + _resetCalibrationButton.onClick.AddListener(ResetCalibration); + UpdateRotationOffsetButtons(); + + // Init HeadphoneMotion. Always call this first. + HeadphoneMotion.Init(); + + // Check if headphone motion is available on this device. + _motionAvailable = HeadphoneMotion.IsHeadphoneMotionAvailable(); + _motionAvailabilityText.text = + (_motionAvailable) ? "Headphone motion is available" : "Headphone motion is not available"; + + if (_motionAvailable) + { + // Set headphones connected text to false to start with. + HandleHeadphoneConnectionChange(false); + + // Subscribe to events before starting tracking, or will miss the initial headphones connected callback. + // Subscribe to the headphones connected/disconnected event. + HeadphoneMotion.OnHeadphoneConnectionChanged += HandleHeadphoneConnectionChange; + + // Subscribe to the rotation callback. + HeadphoneMotion.OnHeadRotationQuaternion += HandleHeadRotationQuaternion; + + // Start tracking headphone motion. + HeadphoneMotion.StartTracking(); + _tracking = true; + } + + UpdateTrackingButton(); + } + #endregion + + #region Event Handlers + /// + /// Headphone connection status was changed (callback for OnHeadphoneConnectionChanged()). + /// + /// TRUE if connected, FALSE otherwise. + private void HandleHeadphoneConnectionChange(bool connected) + { + _headphonesConnected = connected; + _headphoneConnectionStatusText.text = + (_headphonesConnected) ? "Headphones are connected" : "Headphones are not connected"; + + UpdateRotationOffsetButtons(); + } + + /// + /// Receive headphone as quaternion (callback for OnHeadRotationQuaternion()). + /// + /// Headphone rotation + private void HandleHeadRotationQuaternion(Quaternion rotation) + { + // Match the target object's rotation to the headphone rotation. + if (_calibratedOffset == Quaternion.identity) + { + _rotateTarget.rotation = rotation; + } + else + { + _rotateTarget.rotation = rotation * Quaternion.Inverse(_calibratedOffset); + } + + _lastRotation = rotation; + } + #endregion + + #region Private Methods + private void ToggleTracking() + { + _tracking = !_tracking; + + if (_motionAvailable && _tracking) + { + HeadphoneMotion.StartTracking(); + } + else + { + HeadphoneMotion.StopTracking(); + } + + UpdateTrackingButton(); + } + + private void CalibrateStartingRotation() + { + _calibratedOffset = _lastRotation; + UpdateRotationOffsetButtons(); + } + + private void ResetCalibration() + { + _calibratedOffset = Quaternion.identity; + UpdateRotationOffsetButtons(); + } + + private void UpdateTrackingButton() + { + if (!_motionAvailable) + { + _toggleTrackingButton.gameObject.SetActive(false); + return; + } + + _trackingButtonText.text = (_tracking) ? "Disable tracking" : "Enable tracking"; + } + + private void UpdateRotationOffsetButtons() + { + _calibrateStartingRotationButton.gameObject.SetActive(_tracking && _headphonesConnected); + _resetCalibrationButton.gameObject.SetActive(_tracking && _headphonesConnected && _calibratedOffset != Quaternion.identity); + } + #endregion + } +} diff --git a/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta new file mode 100644 index 0000000..f49c51f --- /dev/null +++ b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 165c7fb012f894bfa9ce01af9d3ebbd2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HeadphoneMotion/Plugins.meta b/Assets/HeadphoneMotion/Plugins.meta new file mode 100644 index 0000000..8134c03 --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 62957a77825894bbaa93d58de756df37 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HeadphoneMotion/Plugins/iOS.meta b/Assets/HeadphoneMotion/Plugins/iOS.meta new file mode 100644 index 0000000..a4c0bde --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins/iOS.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e6525336f27db4c908e4c74a39f18f3a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs b/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs new file mode 100644 index 0000000..ab06059 --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs @@ -0,0 +1,184 @@ +//------------------------------------------------------------------------------ +// HeadphoneMotion - Unity plugin that exposes the CMHeadphoneMotionManager API +// GitHub: https://github.com/anastasiadevana/HeadphoneMotion +//------------------------------------------------------------------------------ +// +// MIT License +// +// Copyright (c) 2020 Anastasia Devana +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +//------------------------------------------------------------------------------ + +using System; +using System.Runtime.InteropServices; +using AOT; +using UnityEngine; + +namespace HearXR +{ + /// + /// C# wrapper for the HeadphoneMotion native class. + /// + public class HeadphoneMotion : MonoBehaviour + { + #region Delegates + /// + /// Head rotation data from the headphone motion manager API. + /// X, Y, Z, and W correspond to the CMQuaternion values. + /// See https://developer.apple.com/documentation/coremotion/cmquaternion + /// + public delegate void HeadRotationAction(double x, double y, double z, double w); + + /// + /// Headphone connection status change. + /// + /// TRUE if headphones were connected, FALSE otherwise. + public delegate void HeadphoneConnectionAction(bool connected); + #endregion + + #region Events + /// + /// Head rotation data is available. Passes in raw CMQuaternion x, y, z, w values. + /// + public static HeadRotationAction OnHeadRotationRaw; + + /// + /// Head rotation data is available. Passes in a Quaternion ready to use for rotation. + /// + public static event Action OnHeadRotationQuaternion; + + /// + /// Headphones connection status was changed. + /// + public static HeadphoneConnectionAction OnHeadphoneConnectionChanged; + #endregion + + #region Public Methods + /// + /// Initialize the Headphone Motion API. + /// This method must be called before any others. + /// + public static void Init() + { + #if UNITY_IOS && !UNITY_EDITOR + setHeadphoneConnectionDelegate(HeadphoneConnectionChanged); + setRotationDelegate(RotationUpdated); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Start listening for headphone connection events and tracking headphone motion. + /// You must call Init first, and it is advisable to check IsHeadphoneMotionAvailable() before calling this method. + /// + public static void StartTracking() + { + #if UNITY_IOS && !UNITY_EDITOR + startTracking(); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Stop listening for headphone connection events and tracking headphone motion. + /// + public static void StopTracking() + { + #if UNITY_IOS && !UNITY_EDITOR + stopTracking(); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Check if headphone motion API is available. + /// + /// TRUE is headphone motion API is available, FALSE otherwise. + public static bool IsHeadphoneMotionAvailable() + { + #if UNITY_IOS && !UNITY_EDITOR + return isHeadphoneMotionAvailable(); + #else + DisplayPlatformError(); + return false; + #endif + } + + /// + /// Check if headphones are connected. + /// Alternatively, you can subscribe to the OnHeadphoneConnectionChanged() event to be notified when the headphones are + /// connected or disconnected. + /// + /// TRUE if headphones are connected, FALSE otherwise. + public static bool AreHeadphonesConnected() + { + #if UNITY_IOS && !UNITY_EDITOR + return areHeadphonesConnected(); + #else + DisplayPlatformError(); + return false; + #endif + } + #endregion + + #region 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NewBehaviourScript : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/NewBehaviourScript.cs.meta b/Assets/NewBehaviourScript.cs.meta new file mode 100644 index 0000000..2aee77d --- /dev/null +++ b/Assets/NewBehaviourScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5d202e395068b74cbd21938ce43d444 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations.meta b/Assets/NiceVibrations.meta new file mode 100644 index 0000000..28b6aa8 --- /dev/null +++ b/Assets/NiceVibrations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ee6c69fc03d294b9796cfb3c264c409c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common.meta b/Assets/NiceVibrations/Common.meta new file mode 100644 index 0000000..84cbc4b --- /dev/null +++ b/Assets/NiceVibrations/Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cfa5459c5bab24295bcf69f733213da6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts.meta b/Assets/NiceVibrations/Common/Scripts.meta new file mode 100644 index 0000000..f5ed9d4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1dabd9e8e802e49799cef76ef81d5c25 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor.meta b/Assets/NiceVibrations/Common/Scripts/Editor.meta new file mode 100644 index 0000000..d43fcf4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6774aaf2201b146198998a7cab78f9de +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta new file mode 100644 index 0000000..da74614 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 78e5382badd2b42caa2878c61015a236 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs new file mode 100644 index 0000000..ad580a0 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.NiceVibrations +{ +#if UNITY_EDITOR + /// + /// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically + /// + [InitializeOnLoad] + public class NiceVibrationsDefineSymbols + { + /// + /// A list of all the symbols you want added to the build settings + /// + public static readonly string[] Symbols = new string[] + { + "MOREMOUNTAINS_NICEVIBRATIONS" + }; + + /// + /// As soon as this class has finished compiling, adds the specified define symbols to the build settings + /// + static NiceVibrationsDefineSymbols() + { + string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); + List scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList(); + scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList)); + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, string.Join(";", scriptingDefinesStringList.ToArray())); + } + } +#endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta new file mode 100644 index 0000000..ab3c1c5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b2b51febacf4564ab92a1a04d6cd1ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs new file mode 100644 index 0000000..546a483 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + #if UNITY_EDITOR + /// + /// This custom inspector for MMNVAndroidWaveFormAssets adds a button to import values from an AHAP file + /// + [CustomEditor(typeof(MMNVAndroidWaveFormAsset))] + public class MMNVAndroidWaveFormAssetEditor : Editor + { + /// + /// On inspector GUI, we draw an extra button + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + MMNVAndroidWaveFormAsset waveformAsset = (MMNVAndroidWaveFormAsset)target; + + DrawDefaultInspector(); + + if (waveformAsset.AHAPFile != null) + { + if (GUILayout.Button("Import from AHAP")) + { + MMNVAndroidWaveForm tempWaveform = MMNVAHAP.AHAPtoAndroidWaveForm(waveformAsset.AHAPFile.text, waveformAsset.IntensityMultiplier, waveformAsset.SharpnessMultiplier); + waveformAsset.WaveForm.Pattern = tempWaveform.Pattern; + waveformAsset.WaveForm.Amplitudes = tempWaveform.Amplitudes; + } + } + + serializedObject.ApplyModifiedProperties(); + } + } + #endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta new file mode 100644 index 0000000..f5cb049 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b384fa36cd33d1d40a8f635f1c648176 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs new file mode 100644 index 0000000..f5a9337 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs @@ -0,0 +1,26 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace MoreMountains.NiceVibrations +{ + /// + /// An asset post processor used to compensate for a new bug introduced by Unity in 2019.3.12f1 + /// + public class MMNVAssetPostProcessor : AssetPostprocessor + { + /// + /// On GeneratedCSProject, we force ReferenceOutputAssembly to true to avoid missing references in VS. + /// + /// + /// + /// + private static string OnGeneratedCSProject(string path, string content) + { + return content.Replace("false", "true"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta new file mode 100644 index 0000000..c76a557 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 433967178997d39458757004d883d804 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs new file mode 100644 index 0000000..238c525 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs @@ -0,0 +1,259 @@ +#if UNITY_EDITOR +using System.IO; +using UnityEngine; +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif + +#if UNITY_IOS +using UnityEditor.iOS.Xcode; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class takes care of post processing after a build, adding properties to the XCode project or framework depending on the Unity version. + /// Note that this class tries to guess paths to certain files, and while this will work in most cases, you may be in a configuration where it doesn't. + /// You'll need to bind the header and mobule files in an asset located in NiceVibrations/Common/Resources, and called + /// MMNVPathDefinition. Don't change its name! Just select it, and from the editor, bind the files if it's not already the case. + /// + public class MMNVBuildPostProcessor : IPostprocessBuildWithReport + { + public static readonly char SEPARATOR = '/'; + + /// the order at which this build post processor should run + public int callbackOrder => 1; + + public static string _pluginPath; + + public static string _headerFileName; + public static string _headerFileUnityPath; + public static string _headerFileXCodePath; + + public static string _moduleFileName; + public static string _moduleFileUnityPath; + public static string _moduleFileXCodePath; + + public static MMNVPath _mmnvPath; + + public static bool _forceSwiftForFramework = false; + public static bool _forceSwiftForMainTarget = false; + + /// + /// On post process build, we run our treatment, and throw an error if necessary + /// + /// + public void OnPostprocessBuild(BuildReport report) + { + try + { + + if (EditorUserBuildSettings.symlinkSources) + { + Debug.LogError("[MMNVBuildPostProcessor] Please make sure you set 'Symlink Unity Libraries' to false in your build settings before building."); + } + + if (report.summary.platform == BuildTarget.iOS) + { + string path = report.summary.outputPath; + // SettingPlist(path); + #if UNITY_IOS && UNITY_EDITOR + ConfigureXCodeProjectForNativePlugin(path); + #endif + } + } + catch (System.Exception e) + { + throw new BuildFailedException(e); // make sure the build fails + } + } + +#if UNITY_IOS && UNITY_EDITOR + + /// + /// Grabs the MMNVPathDefinition asset + /// + public static void GetMMNVPath() + { + if (_mmnvPath == null) + { + _mmnvPath = Resources.Load("MMNVPathDefinition"); + } + if (_mmnvPath != null) + { + _forceSwiftForFramework = _mmnvPath.ForceAlwaysEmbedSwiftSLForFramework; + _forceSwiftForMainTarget = _mmnvPath.ForceAlwaysEmbedSwiftSLForMainTarget; + } + } + + /// + /// Determines the paths based on the files bound in the MMNVPathDefinition asset + /// + public static void DeterminePaths() + { + _pluginPath = ""; + + if (_mmnvPath != null) + { + _pluginPath = AssetDatabase.GetAssetPath(_mmnvPath.Header); + _headerFileName = System.IO.Path.GetFileName(_pluginPath); + _headerFileUnityPath = _pluginPath; + + _pluginPath = ReplaceFirst(_pluginPath, "Assets", "Libraries"); + _pluginPath = _pluginPath.Replace(_headerFileName, ""); + _headerFileXCodePath = _pluginPath + _headerFileName; + + _moduleFileUnityPath = AssetDatabase.GetAssetPath(_mmnvPath.ModuleMap); + _moduleFileName = System.IO.Path.GetFileName(_moduleFileUnityPath); + _moduleFileXCodePath = _pluginPath + _moduleFileName; + } + else + { + Debug.LogError("[MMNVBuildPostProcessor] No MMNVPath asset could be found. Make sure you have one named MMNVPathDefinition in a Resources folder."); + } + } + + /// + /// A method to setup XCode's framework and main target + /// + /// + public static void ConfigureXCodeProjectForNativePlugin(string xcodeProjectPath) + { + GetMMNVPath(); + DeterminePaths(); + + string pbxProjectPath = PBXProject.GetPBXProjectPath(xcodeProjectPath); + PBXProject pbxProject = new PBXProject(); + pbxProject.ReadFromString(File.ReadAllText(pbxProjectPath)); + + string targetGUID = pbxProject.GetUnityFrameworkTargetGuid(); + WritePropertiesToFramework(pbxProject, targetGUID, pbxProjectPath, _pluginPath, _forceSwiftForFramework); + + targetGUID = pbxProject.GetUnityMainTargetGuid(); + WritePropertiesToMainTarget(pbxProject, targetGUID, pbxProjectPath, _pluginPath, _forceSwiftForMainTarget); + + File.WriteAllText(pbxProjectPath, pbxProject.WriteToString()); + Debug.Log("[MMNVBuildPostProcessor] Post process complete."); + } + + /// + /// Writes properties to the XCode framework + /// + /// + /// + /// + /// + private static void WritePropertiesToFramework(PBXProject pbxProject, string targetGUID, string pbxProjectPath, string pluginPath, bool forceAlwaysEmbedSwiftStandardLibraries) + { + // Full Path to copy from + Debug.Log("[MMNVBuildPostProcessor] Adding properties to XCode framework"); + Debug.Log("[MMNVBuildPostProcessor] Plugin path : " + pluginPath); + + pbxProject.AddFrameworkToProject(targetGUID, "CoreHaptics.framework", false); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_VERSION", "5.1"); + pbxProject.SetBuildProperty(targetGUID, "ENABLE_BITCODE", "NO"); + + if (forceAlwaysEmbedSwiftStandardLibraries) + { + pbxProject.SetBuildProperty(targetGUID, "EMBEDDED_CONTENT_CONTAINS_SWIFT", "YES"); + pbxProject.SetBuildProperty(targetGUID, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES"); + } + pbxProject.SetBuildProperty(targetGUID, "CLANG_ENABLE_MODULES", "YES"); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_INCLUDE_PATHS", pluginPath); + pbxProject.SetBuildProperty(targetGUID, "LD_RUNPATH_SEARCH_PATHS", "@executable_path/Frameworks"); + + // if you're using the FB SDK and are having issues with your build pipeline, you may want to uncomment these lines (part 1/2) : + // proj.AddBuildProperty(targetGUID, "OTHER_LDFLAGS", "-lxml2"); + // proj.AddFrameworkToProject(targetGUID, "libxml2.dylib", true); + + // we add a module reference to the pbx project + Debug.Log("[MMNVBuildPostProcessor] Add module reference : " + _moduleFileUnityPath + " -> " + _moduleFileXCodePath); + string file_guid = pbxProject.AddFile(_moduleFileXCodePath, + _moduleFileXCodePath, + PBXSourceTree.Source); + Debug.Log("[MMNVBuildPostProcessor] Module GUID : " + file_guid); + pbxProject.AddFileToBuild(targetGUID, file_guid); + File.WriteAllText(pbxProjectPath, pbxProject.WriteToString()); + + // we copy the module file to the project + string projFileDir = System.IO.Path.GetDirectoryName(pbxProjectPath); + string moduleFilePath = Application.dataPath + SEPARATOR + ".." + SEPARATOR + _moduleFileUnityPath; + string destination = projFileDir + SEPARATOR + ".." + SEPARATOR + pluginPath + _moduleFileName; + if (!Directory.Exists (Path.GetDirectoryName(destination))) + { + Debug.Log("[MMNVBuildPostProcessor] Creating directory " + destination); + Directory.CreateDirectory(Path.GetDirectoryName(destination)); + } + Debug.Log("[MMNVBuildPostProcessor] Copy module file to project : " + moduleFilePath + " -> " + destination); + System.IO.File.Copy(moduleFilePath, destination, true); + + Debug.Log("[MMNVBuildPostProcessor] Copy module file to project : " + moduleFilePath + " -> " + destination); + string headerGUID = pbxProject.AddFile(_headerFileUnityPath, + _headerFileXCodePath, + PBXSourceTree.Source); + pbxProject.AddFileToBuild(targetGUID, headerGUID); + pbxProject.AddPublicHeaderToBuild(targetGUID, headerGUID); + + Debug.Log("[MMNVBuildPostProcessor] Framework complete"); + } + + /// + /// Writes properties to the main target + /// + private static void WritePropertiesToMainTarget(PBXProject pbxProject, string targetGUID, string pbxProjectPath, string pluginPath, bool forceAlwaysEmbedSwiftStandardLibraries) + { + Debug.Log("[MMNVBuildPostProcessor] Writing properties to main target"); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_VERSION", "5.1"); + if (forceAlwaysEmbedSwiftStandardLibraries) + { + pbxProject.SetBuildProperty(targetGUID, "EMBEDDED_CONTENT_CONTAINS_SWIFT", "YES"); + pbxProject.SetBuildProperty(targetGUID, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES"); + } + Debug.Log("[MMNVBuildPostProcessor] Main target complete"); + + // if you're using the FB SDK and are having issues with your build pipeline, you may want to uncomment these lines (part 2/2) : + // proj.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-lxml2"); + // proj.AddFrameworkToProject(targetGuid, "libxml2.dylib", true); + // proj.AddFrameworkToProject(targetGuid, "StoreKit.framework", true); + } + + /// + /// A helper method that replaces the first found instance of a pattern in a string with a replacement + /// + /// + /// + /// + /// + public static string ReplaceFirst(string text, string search, string replace) + { + int pos = text.IndexOf(search); + if (pos < 0) + { + return text; + } + return text.Substring(0, pos) + replace + text.Substring(pos + search.Length); + } + + public static void SettingPlist(string path) + { + // Get the path to the Info.plist file + string plistPath = Path.Combine(path, "Info.plist"); + + // Read the Info.plist file + PlistDocument plist = new PlistDocument(); + plist.ReadFromFile(plistPath); + + // Set the NSMotionUsageDescription key + PlistElementDict rootDict = plist.root; + rootDict.SetString("NSMotionUsageDescription", "We use your motion data to provide an enhanced experience in our app by detecting motion and activity."); + + // Write the modified Info.plist back to the file + plist.WriteToFile(plistPath); + } +#endif + } +} +#endif diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta new file mode 100644 index 0000000..d167413 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d7bb09ebd427b4bf69534887e7899e55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs new file mode 100644 index 0000000..29d0d17 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + #if UNITY_EDITOR + /// + /// This custom inspector for MMNVAndroidWaveFormAssets adds a button to import values from an AHAP file + /// + [CustomEditor(typeof(MMNVRumbleWaveFormAsset))] + public class MMNVRumbleWaveFormAssetEditor : Editor + { + /// + /// On inspector GUI, we draw an extra button + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + MMNVRumbleWaveFormAsset waveformAsset = (MMNVRumbleWaveFormAsset)target; + + DrawDefaultInspector(); + + if (waveformAsset.AHAPFile != null) + { + if (GUILayout.Button("Import from AHAP")) + { + MMNVRumbleWaveForm tempWaveform = MMNVAHAP.AHAPtoRumbleWaveForm(waveformAsset.AHAPFile.text, waveformAsset.IntensityMultiplier, waveformAsset.SharpnessMultiplier); + waveformAsset.WaveForm.Pattern = tempWaveform.Pattern; + waveformAsset.WaveForm.LowFrequencyAmplitudes = tempWaveform.LowFrequencyAmplitudes; + waveformAsset.WaveForm.HighFrequencyAmplitudes = tempWaveform.HighFrequencyAmplitudes; + } + } + + serializedObject.ApplyModifiedProperties(); + } + } + #endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta new file mode 100644 index 0000000..f64781d --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e845c46b827ec3044a72829bd9e6f00c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics.meta b/Assets/NiceVibrations/Common/Scripts/Haptics.meta new file mode 100644 index 0000000..52a5b85 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 15e46a6268c564ead9c6b7489a175f18 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs new file mode 100644 index 0000000..bcf4c6b --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs @@ -0,0 +1,205 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using Newtonsoft.Json; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class to store AHAP metadata + /// + [System.Serializable] + public class MMNVAHAPMetadata + { + public string Project; + public string Created; + } + + /// + /// A class to store AHAP event parameters + /// + [System.Serializable] + public class MMNVAHAPEventParameter + { + public string ParameterID; + public int ParameterValue; + } + + /// + /// A class to store AHAP events + /// + [System.Serializable] + public class MMNVAHAPEvent + { + public int Time; + public string EventType; + public double EventDuration; + public List EventParameters; + } + + /// + /// A class to store AHAP parameter curve control points + /// + [System.Serializable] + public class MMNVAHAPParameterCurveControlPoint + { + public double Time; + public double ParameterValue; + } + + /// + /// A class to store AHAP parameter curves + /// + [System.Serializable] + public class MMNVAHAPParameterCurve + { + public string ParameterID; + public double Time; + public List ParameterCurveControlPoints; + } + + /// + /// A class to store AHAP patterns + /// + [System.Serializable] + public class MMNVAHAPPattern + { + public MMNVAHAPEvent Event; + public MMNVAHAPParameterCurve ParameterCurve; + } + + /// + /// A class used to store and manipulate AHAP json contents + /// + [System.Serializable] + public class MMNVAHAP + { + public float Version; + public MMNVAHAPMetadata Metadata; + public List Pattern; + +#if UNITY_EDITOR + /// + /// Converts a AHAP string into a MMNVAndroidWaveForm + /// + /// + /// + public static MMNVAndroidWaveForm AHAPtoAndroidWaveForm(string AHAPasString, float intensityMultiplier, float sharpnessMultiplier) + { + MMNVAHAP ahap = JsonConvert.DeserializeObject(AHAPasString); + + List patterns = new List(); + List amplitudes = new List(); + + double totalTimeStamp = 0f; + double previousTimeStamp = 0f; + foreach (MMNVAHAPPattern pattern in ahap.Pattern) + { + if (pattern.ParameterCurve != null) + { + if (pattern.ParameterCurve.ParameterID == "HapticIntensityControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * intensityMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + amplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + } + } + + MMNVAndroidWaveForm returnWaveForm = new MMNVAndroidWaveForm(); + + returnWaveForm.Amplitudes = amplitudes.ToArray(); + returnWaveForm.Pattern = patterns.ToArray(); + + return returnWaveForm; + } + + /// + /// Converts a AHAP string into a MMNRumbleWaveForm + /// + /// + /// + public static MMNVRumbleWaveForm AHAPtoRumbleWaveForm(string AHAPasString, float intensityMultiplier, float sharpnessMultiplier) + { + MMNVAHAP ahap = JsonConvert.DeserializeObject(AHAPasString); + + List patterns = new List(); + List lowFreqAmplitudes = new List(); + List highFreqAmplitudes = new List(); + + double totalTimeStamp = 0f; + double previousTimeStamp = 0f; + foreach (MMNVAHAPPattern pattern in ahap.Pattern) + { + if (pattern.ParameterCurve != null) + { + if (pattern.ParameterCurve.ParameterID == "HapticIntensityControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * intensityMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + lowFreqAmplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + if (pattern.ParameterCurve.ParameterID == "HapticSharpnessControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * sharpnessMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + highFreqAmplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + } + } + + MMNVRumbleWaveForm returnWaveForm = new MMNVRumbleWaveForm(); + + returnWaveForm.LowFrequencyAmplitudes = lowFreqAmplitudes.ToArray(); + returnWaveForm.HighFrequencyAmplitudes = highFreqAmplitudes.ToArray(); + returnWaveForm.Pattern = patterns.ToArray(); + + return returnWaveForm; + } +#endif + /// + /// Remaps value x between AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta new file mode 100644 index 0000000..8bbbe56 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9fc7a58b1a8c38c4abfc83bab4224a24 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs new file mode 100644 index 0000000..c182fb4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs @@ -0,0 +1,57 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Threading; + +namespace MoreMountains.NiceVibrations +{ + public class MMNVAltThread where T:struct + { + private static Thread _altThread; + private static bool _threadShouldStop; + private static List> _methodsList = new List>(); + private static List _argumentsList = new List(); + + public void Run(Action method, T arguments) + { + _methodsList.Add(method); + _argumentsList.Add(arguments); + + if (_altThread == null) + { + _altThread = new Thread(() => Process()); + _altThread.Start(); + } + } + + public void CloseThread() + { + if (_altThread == null) + { + return; + } + + _threadShouldStop = true; + _altThread.Interrupt(); + _altThread.Abort(); + } + + private void Process() + { + while (!_threadShouldStop) + { + for (int i = 0; i < _methodsList.Count; i++) + { + if (_methodsList[i] != null) + { + Action entry = (Action)_methodsList[i]; + entry(_argumentsList[i]); + _methodsList.RemoveAt(i); + _argumentsList.RemoveAt(i); + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta new file mode 100644 index 0000000..1d923d9 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51d32af772c9e2e4384bb5271eaedba8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs new file mode 100644 index 0000000..bf8f8aa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs @@ -0,0 +1,268 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all Android haptics specific calls + /// + public static class MMNVAndroid + { + /// + /// A struct used to pass data to threaded calls + /// + public struct MMNVAndroidVibrateThreadData + { + public long[] Pattern; + public int[] Amplitudes; + public int Repeat; + + public MMNVAndroidVibrateThreadData(long[] pattern, int[] amplitudes, int repeat) + { + Pattern = pattern; + Amplitudes = amplitudes; + Repeat = repeat; + } + } + + private static MMNVAltThread _androidVibrateThread; + private static MMNVAndroidVibrateThreadData _androidVibrateThreadData; + private static int _sdkVersion = -1; + + #if UNITY_ANDROID && !UNITY_EDITOR + private static AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); + private static AndroidJavaObject CurrentActivity = UnityPlayer.GetStatic("currentActivity"); + private static AndroidJavaObject AndroidVibrator = CurrentActivity.Call("getSystemService", "vibrator"); + private static AndroidJavaClass VibrationEffectClass; + private static AndroidJavaObject VibrationEffect; + private static int DefaultAmplitude; + private static IntPtr AndroidVibrateMethodRawClass = AndroidJNIHelper.GetMethodID(AndroidVibrator.GetRawClass(), "vibrate", "(J)V", false); + private static jvalue[] AndroidVibrateMethodRawClassParameters = new jvalue[1]; + #else + private static AndroidJavaClass UnityPlayer; + private static AndroidJavaObject CurrentActivity; + private static AndroidJavaObject AndroidVibrator = null; + private static AndroidJavaClass VibrationEffectClass = null; + private static AndroidJavaObject VibrationEffect; + private static int DefaultAmplitude; + private static IntPtr AndroidVibrateMethodRawClass = IntPtr.Zero; + private static jvalue[] AndroidVibrateMethodRawClassParameters = null; + #endif + + /// + /// Requests a default vibration on Android, for the specified duration, in milliseconds + /// + /// Milliseconds. + public static void AndroidVibrate(long milliseconds) + { + if (!MMNVPlatform.Android()) { return; } + AndroidVibrateMethodRawClassParameters[0].j = milliseconds; + AndroidJNI.CallVoidMethod(AndroidVibrator.GetRawObject(), AndroidVibrateMethodRawClass, AndroidVibrateMethodRawClassParameters); + } + + /// + /// Requests a vibration of the specified amplitude and duration. If amplitude is not supported by the device's SDK, a default vibration will be requested + /// + /// Milliseconds. + /// Amplitude. + public static void AndroidVibrate(long milliseconds, int amplitude) + { + if (!MMNVPlatform.Android()) { return; } + // amplitude is only supported after API26 + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrate(milliseconds); + } + else + { + AndroidVibrationEffectClassInitialization(); + + VibrationEffect = VibrationEffectClass.CallStatic("createOneShot", new object[] { milliseconds, amplitude }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + } + + // Requests a vibration on Android for the specified pattern and optional repeat + // Straight out of the Android documentation : + // Pass in an array of ints that are the durations for which to turn on or off the vibrator in milliseconds. + // The first value indicates the number of milliseconds to wait before turning the vibrator on. + // The next value indicates the number of milliseconds for which to keep the vibrator on before turning it off. + // Subsequent values alternate between durations in milliseconds to turn the vibrator off or to turn the vibrator on. + // repeat: the index into pattern at which to repeat, or -1 if you don't want to repeat. + public static void AndroidVibrate(long[] pattern, int repeat) + { + if (!MMNVPlatform.Android()) { return; } + + if (pattern == null) + { + return; + } + + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrator.Call("vibrate", pattern, repeat); + } + else + { + AndroidVibrationEffectClassInitialization(); + try + { + VibrationEffect = VibrationEffectClass.CallStatic("createWaveform", new object[] { pattern, repeat }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + catch (Exception e) + { + Debug.LogException(e); + } + } + } + + /// + /// Requests a vibration on Android for the specified pattern, amplitude and optional repeat + /// + /// Pattern. + /// Amplitudes. + /// Repeat : -1 : no repeat, 0 : infinite, 1 : repeat once, 2 : repeat twice, etc + public static void AndroidVibrate(long[] pattern, int[] amplitudes, int repeat, bool threaded = false) + { + if (!MMNVPlatform.Android()) { return; } + + if ((pattern == null) || (amplitudes == null)) + { + return; + } + + if ((pattern.Length == 0) || (amplitudes.Length == 0)) + { + return; + } + + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrator.Call("vibrate", pattern, repeat); + } + else + { + if (threaded) + { + if (_androidVibrateThread == null) + { + _androidVibrateThread = new MMNVAltThread(); + _androidVibrateThreadData = new MMNVAndroidVibrateThreadData(); + } + + _androidVibrateThreadData.Pattern = pattern; + _androidVibrateThreadData.Amplitudes = amplitudes; + _androidVibrateThreadData.Repeat = repeat; + _androidVibrateThread.Run(AndroidVibrateThread, _androidVibrateThreadData); + } + else + { + + AndroidVibrateNoThread(pattern, amplitudes, repeat); + } + } + } + + /// + /// An internal method used to vibrate on a pattern/amplitude model using a secondary thread + /// If you use that, you should call MMNVAndroid.ClearThreads() on exit (where exactly depends on your game, but OnDisable should cover most cases) + /// + /// + private static void AndroidVibrateThread(MMNVAndroidVibrateThreadData threadData) + { + AndroidJNI.AttachCurrentThread(); + AndroidVibrateNoThread(threadData.Pattern, threadData.Amplitudes, threadData.Repeat); + AndroidJNI.DetachCurrentThread(); + } + + /// + /// An internal method used to vibrate on a pattern/amplitude model using the main thread + /// + /// + private static void AndroidVibrateNoThread(long[] pattern, int[] amplitudes, int repeat) + { + if ((pattern == null) || (amplitudes == null)) + { + return; + } + AndroidVibrationEffectClassInitialization(); + VibrationEffect = VibrationEffectClass.CallStatic("createWaveform", new object[] { pattern, amplitudes, repeat }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + + /// + /// A method to call once you're done with haptics on Android, usually OnDisable, to avoid memory leaks + /// + public static void ClearThreads() + { + _androidVibrateThread = null; + _androidVibrateThread?.CloseThread(); + } + + /// + /// Stops all Android vibrations that may be active + /// + public static void AndroidCancelVibrations() + { + if (!MMNVPlatform.Android()) { return; } + AndroidVibrator.Call("cancel"); + } + + /// + /// Returns true if the device running the game has vibrations + /// + /// + public static bool AndroidHasVibrator() + { + if (!MMNVPlatform.Android()) { return false; } + return AndroidVibrator.Call("hasVibrator"); + } + + /// + /// Returns true if the device running the game has amplitude control + /// + /// + public static bool AndroidHasAmplitudeControl() + { + if ((AndroidSDKVersion() < 26)) + { + return false; + } + if (!MMNVPlatform.Android()) { return false; } + return AndroidVibrator.Call("hasAmplitudeControl"); + } + + /// + /// Initializes the VibrationEffectClass if needed. + /// + private static void AndroidVibrationEffectClassInitialization() + { + if (VibrationEffectClass == null) + { + VibrationEffectClass = new AndroidJavaClass("android.os.VibrationEffect"); + } + } + + /// + /// Returns the current Android SDK version as an int + /// + /// The SDK version. + public static int AndroidSDKVersion() + { + if (_sdkVersion == -1) + { + int apiLevel = int.Parse(SystemInfo.operatingSystem.Substring(SystemInfo.operatingSystem.IndexOf("-") + 1, 3)); + _sdkVersion = apiLevel; + return apiLevel; + } + else + { + return _sdkVersion; + } + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta new file mode 100644 index 0000000..bf785fd --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b922262d9e4809f4a8ce2b27988275fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs new file mode 100644 index 0000000..74fd0fa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class used to store android waveform values, used to trigger haptics with varying intensity + /// + [System.Serializable] + public class MMNVAndroidWaveForm + { + public long[] Pattern; + public int[] Amplitudes; + } + + /// + /// A scriptable object used to store waveform values + /// + [CreateAssetMenu(fileName = "AndroidWaveFormAsset", menuName = "MoreMountains/NiceVibrations/AndroidWaveFormAsset")] + public class MMNVAndroidWaveFormAsset : ScriptableObject + { + [Header("Properties")] + public MMNVAndroidWaveForm WaveForm; + + [Header("AHAP")] + public TextAsset AHAPFile; + public float IntensityMultiplier = 1f; + public float SharpnessMultiplier = 1f; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta new file mode 100644 index 0000000..c39facf --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 878a46a2e5200af4ca0b198530f29690 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs new file mode 100644 index 0000000..f391bcd --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// An attribute to conditionnally hide fields based on the current selection in an enum. + /// Usage : [MMNVEnumCondition("rotationMode", (int)RotationMode.LookAtTarget, (int)RotationMode.RotateToAngles)] + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Class | AttributeTargets.Struct, Inherited = true)] + public class MMNVEnumConditionAttribute : PropertyAttribute + { + public string ConditionEnum = ""; + public bool Hidden = false; + + BitArray bitArray = new BitArray(32); + public bool ContainsBitFlag(int enumValue) + { + return bitArray.Get(enumValue); + } + + public MMNVEnumConditionAttribute(string conditionBoolean, params int[] enumValues) + { + this.ConditionEnum = conditionBoolean; + this.Hidden = true; + + for (int i = 0; i < enumValues.Length; i++) + { + bitArray.Set(enumValues[i], true); + } + } + } + + +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(MMNVEnumConditionAttribute))] + public class EnumConditionAttributeDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + MMNVEnumConditionAttribute enumConditionAttribute = (MMNVEnumConditionAttribute)attribute; + bool enabled = GetConditionAttributeResult(enumConditionAttribute, property); + bool previouslyEnabled = GUI.enabled; + GUI.enabled = enabled; + if (!enumConditionAttribute.Hidden || enabled) + { + EditorGUI.PropertyField(position, property, label, true); + } + GUI.enabled = previouslyEnabled; + } + + private bool GetConditionAttributeResult(MMNVEnumConditionAttribute enumConditionAttribute, SerializedProperty property) + { + bool enabled = true; + string propertyPath = property.propertyPath; + string conditionPath = propertyPath.Replace(property.name, enumConditionAttribute.ConditionEnum); + SerializedProperty sourcePropertyValue = property.serializedObject.FindProperty(conditionPath); + + if (sourcePropertyValue != null) + { + int currentEnum = sourcePropertyValue.enumValueIndex; + + enabled = enumConditionAttribute.ContainsBitFlag(currentEnum); + } + else + { + Debug.LogWarning("No matching boolean found for ConditionAttribute in object: " + enumConditionAttribute.ConditionEnum); + } + + return enabled; + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + MMNVEnumConditionAttribute enumConditionAttribute = (MMNVEnumConditionAttribute)attribute; + bool enabled = GetConditionAttributeResult(enumConditionAttribute, property); + + if (!enumConditionAttribute.Hidden || enabled) + { + return EditorGUI.GetPropertyHeight(property, label); + } + else + { + return -EditorGUIUtility.standardVerticalSpacing; + } + } + } +#endif +} + diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta new file mode 100644 index 0000000..00c7456 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eb05d5d3c4efbc14cb10fa6c533b57f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs new file mode 100644 index 0000000..4213245 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// The list of the all the haptic presets that come bundled with Nice Vibrations + /// + public enum HapticTypes { Selection, Success, Warning, Failure, LightImpact, MediumImpact, HeavyImpact, RigidImpact, SoftImpact, None } +} + + diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta new file mode 100644 index 0000000..0fc8f17 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cae0cc22a7febe642a01c40b2778d020 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs new file mode 100644 index 0000000..3d7b6e7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs @@ -0,0 +1,56 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using System.Reflection; + +namespace MoreMountains.NiceVibrations +{ + [System.AttributeUsage(System.AttributeTargets.Field)] + public class MMNVInspectorButtonAttribute : PropertyAttribute + { + public readonly string MethodName; + + public MMNVInspectorButtonAttribute(string MethodName) + { + this.MethodName = MethodName; + } + } + +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(MMNVInspectorButtonAttribute))] + public class InspectorMMNVButtonPropertyDrawer : PropertyDrawer + { + private MethodInfo _eventMethodInfo = null; + + public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) + { + MMNVInspectorButtonAttribute inspectorButtonAttribute = (MMNVInspectorButtonAttribute)attribute; + + float buttonLength = position.width; + Rect buttonRect = new Rect(position.x, position.y, buttonLength, position.height); + GUI.skin.button.alignment = TextAnchor.MiddleLeft; + + if (GUI.Button(buttonRect, inspectorButtonAttribute.MethodName)) + { + System.Type eventOwnerType = prop.serializedObject.targetObject.GetType(); + string eventName = inspectorButtonAttribute.MethodName; + + if (_eventMethodInfo == null) + { + _eventMethodInfo = eventOwnerType.GetMethod(eventName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); + } + + if (_eventMethodInfo != null) + { + _eventMethodInfo.Invoke(prop.serializedObject.targetObject, null); + } + else + { + Debug.LogWarning(string.Format("InspectorButton: Unable to find method {0} in {1}", eventName, eventOwnerType)); + } + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta new file mode 100644 index 0000000..f0cc527 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d9bf2d53397a294eacdbab9b13bc653 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs new file mode 100644 index 0000000..fc614a7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public static class MMNVPlatform + { + + /// + /// Returns true if the current platform is Android, false otherwise. + /// + public static bool Android() + { +#if UNITY_ANDROID && !UNITY_EDITOR + return true; +#else + return false; +#endif + } + + /// + /// Returns true if the current platform is iOS, false otherwise + /// + /// true, if O was ied, false otherwise. + public static bool iOS() + { +#if UNITY_IOS && !UNITY_EDITOR + return true; +#else + return false; +#endif + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta new file mode 100644 index 0000000..eb453b9 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b84b1c665a0538d498b5bb2d5cf7de06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs new file mode 100644 index 0000000..2e05610 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class used to store android waveform values, used to trigger haptics with varying intensity + /// + [System.Serializable] + public class MMNVRumbleWaveForm + { + public long[] Pattern; + public int[] LowFrequencyAmplitudes; + public int[] HighFrequencyAmplitudes; + } + + /// + /// A scriptable object used to store waveform values + /// + [CreateAssetMenu(fileName = "RumbleWaveFormAsset", menuName = "MoreMountains/NiceVibrations/RumbleWaveFormAsset")] + public class MMNVRumbleWaveFormAsset : ScriptableObject + { + [Header("Properties")] + public MMNVRumbleWaveForm WaveForm; + + [Header("AHAP")] + public TextAsset AHAPFile; + public float IntensityMultiplier = 1f; + public float SharpnessMultiplier = 1f; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta new file mode 100644 index 0000000..9a10462 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 293e87131443fc542ba7cdc54a7314f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs new file mode 100644 index 0000000..c67b6d4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs @@ -0,0 +1,239 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +#if UNITY_IOS + using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all iOS haptics specific calls, pre-CoreHaptics API + /// + public static class MMNViOS + { + // The following will only work if the iOSHapticInterface.m file is in a Plugins folder in your project. + // It's a pretty straightforward implementation of iOS's UIFeedbackGenerator's methods. + // You can learn more about them there : https://developer.apple.com/documentation/uikit/uifeedbackgenerator + +#if UNITY_IOS && !UNITY_EDITOR + [DllImport ("__Internal")] + private static extern void MMNViOS_InstantiateFeedbackGenerators(); + [DllImport ("__Internal")] + private static extern void MMNViOS_ReleaseFeedbackGenerators(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SelectionHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SuccessHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_WarningHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_FailureHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_LightImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_MediumImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_HeavyImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_RigidImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SoftImpactHaptic(); +#else + private static void MMNViOS_InstantiateFeedbackGenerators() { } + private static void MMNViOS_ReleaseFeedbackGenerators() { } + private static void MMNViOS_SelectionHaptic() { } + private static void MMNViOS_SuccessHaptic() { } + private static void MMNViOS_WarningHaptic() { } + private static void MMNViOS_FailureHaptic() { } + private static void MMNViOS_LightImpactHaptic() { } + private static void MMNViOS_MediumImpactHaptic() { } + private static void MMNViOS_HeavyImpactHaptic() { } + private static void MMNViOS_RigidImpactHaptic() { } + private static void MMNViOS_SoftImpactHaptic() { } +#endif + private static bool iOSHapticsInitialized = false; + + /// + /// Call this method to initialize the haptics. If you forget to do it, Nice Vibrations will do it for you the first time you + /// call iOSTriggerHaptics. It's better if you do it though. + /// + public static void iOSInitializeHaptics() + { + if (!MMNVPlatform.iOS()) { return; } + MMNViOS_InstantiateFeedbackGenerators(); + iOSHapticsInitialized = true; + } + + /// + /// Releases the feedback generators, usually you'll want to call this at OnDisable(); or anytime you know you won't need + /// vibrations anymore. + /// + public static void iOSReleaseHaptics() + { + if (!MMNVPlatform.iOS()) { return; } + MMNViOS_ReleaseFeedbackGenerators(); + } + + /// + /// iOS only : triggers a haptic feedback of the specified type + /// + /// Type. + public static void iOSTriggerHaptics(HapticTypes type, bool defaultToRegularVibrate = false) + { + if (!MMNVPlatform.iOS()) { return; } + + if (!iOSHapticsInitialized) + { + iOSInitializeHaptics(); + } + + // this will trigger a standard vibration on all the iOS devices that don't support haptic feedback + + if (iOSHapticsSupported()) + { + switch (type) + { + case HapticTypes.Selection: + MMNViOS_SelectionHaptic(); + break; + + case HapticTypes.Success: + MMNViOS_SuccessHaptic(); + break; + + case HapticTypes.Warning: + MMNViOS_WarningHaptic(); + break; + + case HapticTypes.Failure: + MMNViOS_FailureHaptic(); + break; + + case HapticTypes.LightImpact: + MMNViOS_LightImpactHaptic(); + break; + + case HapticTypes.MediumImpact: + MMNViOS_MediumImpactHaptic(); + break; + + case HapticTypes.HeavyImpact: + MMNViOS_HeavyImpactHaptic(); + break; + + case HapticTypes.RigidImpact: + MMNViOS_RigidImpactHaptic(); + break; + + case HapticTypes.SoftImpact: + MMNViOS_SoftImpactHaptic(); + break; + } + } + else if (defaultToRegularVibrate) + { + #if UNITY_IOS + Handheld.Vibrate(); + #endif + } + } + + /// + /// Returns a string containing iOS SDK informations + /// + /// The OSSDK version. + public static string iOSSDKVersion() + { + #if UNITY_IOS && !UNITY_EDITOR + return Device.systemVersion; + #else + return null; + #endif + } + + + /// + /// Computes and stores the current iOS version + /// + /// + public static float ComputeiOSVersion() + { + int version = 0; + string versionAsString = "0.0.0"; +#if UNITY_IOS && !UNITY_EDITOR + versionAsString = Device.systemVersion; +#endif + + string[] versionArray = versionAsString.Split('.'); + + int.TryParse(versionArray[0], out version); + + return version; + } + + /// + /// This methods tests the current device generation against a list of devices that don't support haptics, and returns true if haptics are supported, false otherwise. + /// + /// true, if supported was hapticsed, false otherwise. + public static bool iOSHapticsSupported() + { + bool hapticsSupported = false; + #if UNITY_IOS + DeviceGeneration generation = Device.generation; + if ((generation == DeviceGeneration.iPhone3G) + || (generation == DeviceGeneration.iPhone3GS) + || (generation == DeviceGeneration.iPodTouch1Gen) + || (generation == DeviceGeneration.iPodTouch2Gen) + || (generation == DeviceGeneration.iPodTouch3Gen) + || (generation == DeviceGeneration.iPodTouch4Gen) + || (generation == DeviceGeneration.iPhone4) + || (generation == DeviceGeneration.iPhone4S) + || (generation == DeviceGeneration.iPhone5) + || (generation == DeviceGeneration.iPhone5C) + || (generation == DeviceGeneration.iPhone5S) + || (generation == DeviceGeneration.iPhone6) + || (generation == DeviceGeneration.iPhone6Plus) + || (generation == DeviceGeneration.iPhone6S) + || (generation == DeviceGeneration.iPhone6SPlus) + || (generation == DeviceGeneration.iPhoneSE1Gen) + || (generation == DeviceGeneration.iPad1Gen) + || (generation == DeviceGeneration.iPad2Gen) + || (generation == DeviceGeneration.iPad3Gen) + || (generation == DeviceGeneration.iPad4Gen) + || (generation == DeviceGeneration.iPad5Gen) + || (generation == DeviceGeneration.iPadAir1) + || (generation == DeviceGeneration.iPadAir2) + || (generation == DeviceGeneration.iPadMini1Gen) + || (generation == DeviceGeneration.iPadMini2Gen) + || (generation == DeviceGeneration.iPadMini3Gen) + || (generation == DeviceGeneration.iPadMini4Gen) + || (generation == DeviceGeneration.iPadPro10Inch1Gen) + || (generation == DeviceGeneration.iPadPro10Inch2Gen) + || (generation == DeviceGeneration.iPadPro11Inch) + || (generation == DeviceGeneration.iPadPro1Gen) + || (generation == DeviceGeneration.iPadPro2Gen) + || (generation == DeviceGeneration.iPadPro3Gen) + || (generation == DeviceGeneration.iPadUnknown) + || (generation == DeviceGeneration.iPodTouch1Gen) + || (generation == DeviceGeneration.iPodTouch2Gen) + || (generation == DeviceGeneration.iPodTouch3Gen) + || (generation == DeviceGeneration.iPodTouch4Gen) + || (generation == DeviceGeneration.iPodTouch5Gen) + || (generation == DeviceGeneration.iPodTouch6Gen) + || (generation == DeviceGeneration.iPhone6SPlus)) + { + hapticsSupported = false; + } + else + { + hapticsSupported = true; + } + #endif + return hapticsSupported; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta new file mode 100644 index 0000000..7be51e5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 170430725db1fd14585bf5445517f544 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs new file mode 100644 index 0000000..94c66d5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs @@ -0,0 +1,254 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; +using AOT; + +#if UNITY_IOS +using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all iOS haptics specific calls for devices that support the CoreHaptics API (post iOS 13) + /// + public static class MMNViOSCoreHaptics + { + public static event Action OnHapticPatternStopped; + public static event Action OnHapticPatternError; + public static event Action OnHapticPatternReset; + + private static float _initialContinuousIntensity; + private static float _initialContinuousSharpness; + +#if UNITY_IOS && !UNITY_EDITOR + [DllImport("__Internal")] + private static extern bool MMNViOS_CoreHapticsSupported(); + [DllImport("__Internal")] + private static extern void MMNViOS_CreateEngine(); + [DllImport("__Internal")] + private static extern void MMNViOS_StopEngine(); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayTransientHapticPattern(float intensity, float sharpness, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayContinuousHapticPattern(float intensity, float sharpness, float duration, bool threaded, bool fullIntensity); + [DllImport("__Internal")] + private static extern void MMNViOS_UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_StopContinuousHaptic(); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayCoreHapticsFromJSON(string jsonString, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsSetDebugMode(bool status); +#else + private static bool MMNViOS_CoreHapticsSupported() { return false; } + private static void MMNViOS_CoreHapticsSetDebugMode(bool status) { } + private static void MMNViOS_CreateEngine() { } + private static void MMNViOS_StopEngine() { } + private static void MMNViOS_PlayTransientHapticPattern(float intensity, float sharpness, bool threaded) { } + private static void MMNViOS_PlayContinuousHapticPattern(float intensity, float sharpness, float duration, bool threaded, bool fullIntensity) { } + private static void MMNViOS_UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded) { } + private static void MMNViOS_StopContinuousHaptic() { } + private static void MMNViOS_PlayCoreHapticsFromJSON(string jsonString, bool threaded) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(Action callback) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(Action callback) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(Action callback) { } +#endif + + /// + /// On construction we initialize our haptic engine + /// + static MMNViOSCoreHaptics() + { + MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(HapticStoppedCallback); + MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(HapticsErrorCallback); + MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(HapticsResetCallback); + } + + /// + /// Plays a core haptics pattern from a JSON string that matches the AHAP format + /// + /// + public static void PlayCoreHapticsFromJSON(string jsonString, bool threaded = false) + { + if ((jsonString == null) || (jsonString == "")) + { + return; + } + MMNViOS_PlayCoreHapticsFromJSON(jsonString, threaded); + } + + /// + /// Plays a transient haptic pattern of the specified intensity and sharpness. + /// Transient haptics are very short haptic patterns. + /// + /// + /// + public static void PlayTransientHapticPattern(float intensity, float sharpness, bool threaded = false) + { + MMNViOS_PlayTransientHapticPattern(intensity, sharpness, threaded); + } + + /// + /// Plays a continuous haptic at the specified intensity and sharpness for the specified duration + /// The coroutineMonobehaviour parameter is optional, only send that if you intend to raise this specific continuous pattern's intensity higher than its + /// initial value + /// + /// + /// + /// + /// + public static void PlayContinuousHapticPattern(float intensity, float sharpness, + float duration, MonoBehaviour coroutineMonobehaviour = null, bool threaded = false, bool fullIntensity = true) + { + if (intensity < 0.01f) + { + intensity = 0.01f; + } + + _initialContinuousIntensity = intensity; + _initialContinuousSharpness = sharpness; + + MMNViOS_PlayContinuousHapticPattern(intensity, sharpness, duration, threaded, fullIntensity); + } + + /// + /// This coroutine waits for a frame and returns intensity to its normal value + /// + /// + /// + /// + public static IEnumerator ContinuousHapticPatternCoroutine(float intensity, float sharpness, bool threaded = false) + { + yield return null; + MMNViOS_UpdateContinuousHapticPattern(intensity, sharpness, threaded); + } + + /// + /// This method lets you update the intensity and sharpness of a continuous haptics as it's playing. + /// + /// On early versions of the Core Haptics API only, this method could end up being confusing, + /// as it'd work like so (to mimic Apple's own API implementation) : + /// + /// Sending a dynamic parameter for intensity multiplies the original pattern’s event intensity by the dynamic parameter value. + /// Sending a dynamic parameter for sharpness adds the dynamic parameter value to the original pattern’s event sharpness. + /// + /// If you'd rather not have to do weird maths to just set two values, you can use + /// the UpdateContinuousHapticPatternRational method, which will handle that for you. + /// + /// + /// + public static void UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded = false) + { + MMNViOS_UpdateContinuousHapticPattern(intensity, sharpness, threaded); + } + + /// + /// On early versions of the Core Haptics API only, + /// this method lets you update the intensity and sharpness of a continuous haptics as it's playing. + /// It simply sets the intensity and sharpness values to the ones set in parameters + /// Just note that due to limitations in Apple's implementation, the intensity can't go higher than its initial value. + /// The only way to bypass that is to pass a monobehaviour to PlayContinuousHapticPattern when calling it + /// + /// + /// + public static void UpdateContinuousHapticPatternRational(float intensity, float sharpness, bool threaded = false) + { + if (_initialContinuousIntensity < 0.01f) + { + _initialContinuousIntensity = 0.01f; + } + + float newIntensity = intensity / _initialContinuousIntensity; + float newSharpness = sharpness - _initialContinuousSharpness; + + MMNViOS_UpdateContinuousHapticPattern(newIntensity, newSharpness, threaded); + } + + /// + /// Stops all running or continuous haptic patterns + /// + public static void StopHapticPatterns() + { + MMNViOS_StopContinuousHaptic(); + } + + /// + /// Stops the haptic engine entirely, cutting short any AHAP or transient that may have been playing + /// + public static void CreateEngine() + { + MMNViOS_CreateEngine(); + } + + /// + /// Stops the haptic engine entirely, cutting short any AHAP or transient that may have been playing + /// + public static void StopEngine() + { + MMNViOS_StopEngine(); + } + + /// + /// Sets the debug mode to true or false. + /// While debug mode is active, pretty much every haptic call will output a log in the console. + /// Useful when debugging without a device + /// + /// + public static void SetDebugMode(bool newStatus) + { + MMNViOS_CoreHapticsSetDebugMode(newStatus); + } + + /// + /// Returns true if CoreHaptics are supported, false otherwise + /// + /// + public static bool CoreHapticsSupported() + { + return MMNViOS_CoreHapticsSupported(); + } + + + /// + /// Triggers the haptics stopped callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticStoppedCallback() + { + OnHapticPatternStopped?.Invoke(); + } + + /// + /// Triggers the haptics error callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticsErrorCallback() + { + OnHapticPatternError?.Invoke(); + } + + /// + /// Triggers the haptics reset callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticsResetCallback() + { + OnHapticPatternReset?.Invoke(); + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta new file mode 100644 index 0000000..9b47803 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 17c60a018b5ca4d8489e2f3e7c767bb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta new file mode 100644 index 0000000..5fbda99 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fde367cdbe2e041c286a017f147f6034 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs new file mode 100644 index 0000000..8fc9da5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs @@ -0,0 +1,24 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace MoreMountains.NiceVibrations +{ + [CreateAssetMenu(fileName = "MMNVPathDefinition", menuName = "MoreMountains/NiceVibrations/MMNVPathDefinition")] + public class MMNVPath : ScriptableObject + { + [Header("Swift")] + /// whether or not the post processing build should force ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to true on the Framework + /// it's usually not needed, but it's solved build errors for some people + public bool ForceAlwaysEmbedSwiftSLForFramework = false; + /// whether or not the post processing build should force ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to true on the Main Project + public bool ForceAlwaysEmbedSwiftSLForMainTarget = false; + [Header("Bindings")] + /// a link to the bridging header class (UnitySwift-Bridging-Header.h) + public Object Header; + /// a link to the module map file, module.modulemap + public Object ModuleMap; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta new file mode 100644 index 0000000..5a5ce62 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 258c36e07f5da5d438332fef965d7d8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs new file mode 100644 index 0000000..4cd82d4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs @@ -0,0 +1,654 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +#if UNITY_IOS + using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class will allow you to trigger vibrations and haptic feedbacks on both iOS and Android, + /// or on each specific platform independently. + /// + /// For haptics patterns, it takes inspiration from the iOS guidelines : + /// https://developer.apple.com/ios/human-interface-guidelines/user-interaction/feedback + /// Of course the iOS haptics are called directly as they are, and they're crudely reproduced on Android. + /// Feel free to tweak the patterns or create your own. + /// + /// Here's a brief overview of the patterns : + /// + /// - selection : light + /// - success : light / heavy + /// - warning : heavy / medium + /// - failure : medium / medium / heavy / light + /// - light + /// - medium + /// - heavy + /// - soft + /// - rigid + /// + /// In addition, this class will also let you trigger core haptics on supported devices running recent versions of iOS (after iOS 13). + /// These let you trigger transient or continuous haptics, or play AHAP based JSON strings for even more control. + /// + public static class MMVibrationManager + { + /// the current iOS version + public static float iOSVersion; + /// the duration of the light vibration (in microseconds) + public static long LightDuration = 20; + /// the duration of the medium vibration (in microseconds) + public static long MediumDuration = 40; + /// the duration of the heavy vibration (in microseconds) + public static long HeavyDuration = 80; + /// the duration of the rigid vibration (in microseconds) + public static long RigidDuration = 20; + /// the duration of the soft vibration (in microseconds) + public static long SoftDuration = 80; + /// the amplitude of the light vibration + public static int LightAmplitude = 40; + /// the amplitude of the medium vibration + public static int MediumAmplitude = 120; + /// the amplitude of the heavy vibration + public static int HeavyAmplitude = 255; + /// the amplitude of the rigid vibration + public static int RigidAmplitude = 255; + /// the amplitude of the soft vibration + public static int SoftAmplitude = 40; + + private static bool _vibrationsActive = true; + private static bool _debugLogActive = false; + private static bool _hapticsPlayedOnce = false; + + private static long[] _rigidImpactPattern = { 0, RigidDuration }; + private static int[] _rigidImpactPatternAmplitude = { 0, RigidAmplitude }; + private static long[] _softImpactPattern = { 0, SoftDuration }; + private static int[] _softImpactPatternAmplitude = { 0, SoftAmplitude }; + private static long[] _lightImpactPattern = { 0, LightDuration }; + private static int[] _lightImpactPatternAmplitude = { 0, LightAmplitude }; + private static long[] _mediumImpactPattern = { 0, MediumDuration }; + private static int[] _mediumImpactPatternAmplitude = { 0, MediumAmplitude }; + private static long[] _HeavyImpactPattern = { 0, HeavyDuration }; + private static int[] _HeavyImpactPatternAmplitude = { 0, HeavyAmplitude }; + private static long[] _successPattern = { 0, LightDuration, LightDuration, HeavyDuration}; + private static int[] _successPatternAmplitude = { 0, LightAmplitude, 0, HeavyAmplitude}; + private static long[] _warningPattern = { 0, HeavyDuration, LightDuration, MediumDuration}; + private static int[] _warningPatternAmplitude = { 0, HeavyAmplitude, 0, MediumAmplitude}; + private static long[] _failurePattern = { 0, MediumDuration, LightDuration, MediumDuration, LightDuration, HeavyDuration, LightDuration, LightDuration}; + private static int[] _failurePatternAmplitude = { 0, MediumAmplitude, 0, MediumAmplitude, 0, HeavyAmplitude, 0, LightAmplitude}; + + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + private static Vector3 _rumbleRigid = new Vector3(0.5f, 1f, 0.08f); + private static Vector3 _rumbleSoft = new Vector3(1f, 0.03f, 0.1f); + private static Vector3 _rumbleLight = new Vector3(0.5f, 0.5f, 0.02f); + private static Vector3 _rumbleMedium = new Vector3(0.8f, 0.8f, 0.04f); + private static Vector3 _rumbleHeavy = new Vector3(1f, 1f, 0.08f); + private static Vector3 _rumbleSuccess = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleWarning = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleFailure = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleSelection = new Vector3(1f, 1f, 1f); + #endif + + + /// + /// On construction, computes the current iOS version + /// + static MMVibrationManager() + { + DebugLog("[MMVibrationManager] Initialize vibration manager"); + iOSVersion = MMNViOS.ComputeiOSVersion(); + } + + /// + /// Enables or disables all haptics called via this class + /// + /// + public static void SetHapticsActive(bool status) + { + DebugLog("[MMVibrationManager] Set haptics active : "+status); + _vibrationsActive = status; + if (!status) + { + MMVibrationManager.StopContinuousHaptic(true); + } + } + + /// + /// Returns true if haptics are supported on this device + /// + /// + public static bool HapticsSupported() + { + if (iOS()) + { + if (iOSVersion >= 13) + { + return MMNViOSCoreHaptics.CoreHapticsSupported(); + } + else + { + return MMNViOS.iOSHapticsSupported(); + } + } + if (Android()) + { + return MMNVAndroid.AndroidHasVibrator(); + } + return false; + } + + /// + /// Enables or disables console logs (off by default) + /// + /// + public static void SetDebugMode(bool log) + { + _debugLogActive = log; + MMNViOSCoreHaptics.SetDebugMode(true); + } + + /// + /// Returns true if the current platform is Android, false otherwise. + /// + public static bool Android() + { + return MMNVPlatform.Android(); + } + + /// + /// Returns true if the current platform is iOS, false otherwise + /// + /// true, if O was ied, false otherwise. + public static bool iOS() + { + return MMNVPlatform.iOS(); + } + + /// + /// Triggers a simple vibration + /// + public static void Vibrate() + { + DebugLog("[MMVibrationManager] Vibrate"); + if (!_vibrationsActive) + { + return; + } + if (Android()) + { + MMNVAndroid.AndroidVibrate (MediumDuration); + } + else if (iOS()) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayTransientHapticPattern(0.8f, 0.8f, true); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact); + } + } + } + + /// + /// Triggers a haptic feedback of the specified type + /// + /// Type. + public static void Haptic(HapticTypes type, bool defaultToRegularVibrate = false, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Regular Haptic"); + + if (Android()) + { + switch (type) + { + case HapticTypes.None: + // do nothing + break; + case HapticTypes.Selection: + MMNVAndroid.AndroidVibrate (LightDuration, LightAmplitude); + break; + + case HapticTypes.Success: + MMNVAndroid.AndroidVibrate(_successPattern, _successPatternAmplitude, -1); + break; + + case HapticTypes.Warning: + MMNVAndroid.AndroidVibrate(_warningPattern, _warningPatternAmplitude, -1); + break; + + case HapticTypes.Failure: + MMNVAndroid.AndroidVibrate(_failurePattern, _failurePatternAmplitude, -1); + break; + + case HapticTypes.LightImpact: + MMNVAndroid.AndroidVibrate (_lightImpactPattern, _lightImpactPatternAmplitude, -1); + break; + + case HapticTypes.MediumImpact: + MMNVAndroid.AndroidVibrate (_mediumImpactPattern, _mediumImpactPatternAmplitude, -1); + break; + + case HapticTypes.HeavyImpact: + MMNVAndroid.AndroidVibrate (_HeavyImpactPattern, _HeavyImpactPatternAmplitude, -1); + break; + case HapticTypes.RigidImpact: + MMNVAndroid.AndroidVibrate(_rigidImpactPattern, _rigidImpactPatternAmplitude, -1); + break; + case HapticTypes.SoftImpact: + MMNVAndroid.AndroidVibrate(_softImpactPattern, _softImpactPatternAmplitude, -1); + break; + } + } + else if (iOS()) + { + MMNViOS.iOSTriggerHaptics(type, defaultToRegularVibrate); + } + + if (alsoRumble && (coroutineSupport != null)) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + switch (type) + { + case HapticTypes.None: + // do nothing + break; + case HapticTypes.Selection: + MMNVRumble.Rumble(_rumbleLight.x, _rumbleMedium.y, _rumbleLight.z, coroutineSupport, controllerID); + break; + + case HapticTypes.Success: + MMNVRumble.Rumble(_successPattern, _successPatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.Warning: + MMNVRumble.Rumble(_warningPattern, _warningPatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.Failure: + MMNVRumble.Rumble(_failurePattern, _failurePatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.LightImpact: + MMNVRumble.Rumble(_rumbleLight.x, _rumbleLight.y, _rumbleLight.z, coroutineSupport, controllerID); + break; + + case HapticTypes.MediumImpact: + MMNVRumble.Rumble(_rumbleMedium.x, _rumbleMedium.y, _rumbleMedium.z, coroutineSupport, controllerID); + break; + + case HapticTypes.HeavyImpact: + MMNVRumble.Rumble(_rumbleHeavy.x, _rumbleHeavy.y, _rumbleHeavy.z, coroutineSupport, controllerID); + break; + case HapticTypes.RigidImpact: + MMNVRumble.Rumble(_rumbleRigid.x, _rumbleRigid.y, _rumbleRigid.z, coroutineSupport, controllerID); + break; + case HapticTypes.SoftImpact: + MMNVRumble.Rumble(_rumbleSoft.x, _rumbleSoft.y, _rumbleSoft.z, coroutineSupport, controllerID); + break; + } + #endif + } + } + + /// + /// Plays a transient haptic, a single, short haptic feedback, of the specified intensity and sharpness + /// + /// + /// + public static void TransientHaptic(float intensity, float sharpness, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1) + { + TransientHaptic(true, intensity, sharpness, true, intensity, sharpness, true, alsoRumble, intensity, sharpness, controllerID, coroutineSupport); + } + + /// + /// Plays a transient haptic, signature with more fine control + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void TransientHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, + bool vibrateAndroid, float androidIntensity = 1f, float androidSharpness = 1f, + bool vibrateAndroidIfNoSupport = false, + bool rumble = true, float rumbleLowFrequency = 1f, float rumbleHighFrequency = 1f, int controllerID = -1, + MonoBehaviour coroutineSupport = null, bool threaded = true) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Transient Haptic"); + + if (Android() && vibrateAndroid) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255); + MMNVAndroid.AndroidVibrate(100, (int)(androidIntensity)); + } + else if (iOS() && vibrateiOS) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayTransientHapticPattern(iOSIntensity, iOSSharpness, threaded); + _hapticsPlayedOnce = true; + } + else + { + if (iOSIntensity < 0.3f) + { + MMNViOS.iOSTriggerHaptics(HapticTypes.LightImpact); + } + else if ((iOSIntensity >= 0.3f) && (iOSIntensity < 0.6f)) + { + MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact); + } + else + { + MMNViOS.iOSTriggerHaptics(HapticTypes.HeavyImpact); + } + } + } + if (rumble && (coroutineSupport != null)) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.Rumble(rumbleLowFrequency, rumbleHighFrequency, 0.08f, coroutineSupport, controllerID); + #endif + } + } + + /// + /// Plays a continuous haptic of the specified intensity, sharpness and duration + /// + /// the intensity of the haptic, between 0 and 1 + /// the sharpness of the haptic, between 0 and 1 + /// the duration in seconds + /// the fallback to use on old iOS versions that don't support Core Haptics + /// a monobehaviour to use to sustain this haptic + /// whether to also rumble or not + /// the ID of the controller + /// whether to call this on the main thread (false) or a secondary one (true) + /// whether to allow for full intensity control for subsequent updates + public static void ContinuousHaptic(float intensity, float sharpness, float duration, + HapticTypes fallbackOldiOS = HapticTypes.None, MonoBehaviour mono = null, bool alsoRumble = false, int controllerID = -1, bool threaded = false, bool fullIntensity = true) + { + ContinuousHaptic(true, intensity, sharpness, fallbackOldiOS, true, intensity, sharpness, false, alsoRumble, intensity, sharpness, controllerID, duration, mono, threaded, fullIntensity); + } + + /// + /// Plays a continuous haptic, full options signature + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// the duration in seconds + /// a monobehaviour to use to sustain this haptic + /// whether to call this on the main thread (false) or a secondary one (true) + /// whether to allow for full intensity control for subsequent updates + public static void ContinuousHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, HapticTypes fallbackOldiOS, + bool vibrateAndroid, float androidIntensity, float androidSharpness, + bool vibrateAndroidIfNoSupport, + bool rumble, float rumbleLowFrequency, float rumbleHighFrequency, int controllerID, + float duration, + MonoBehaviour mono = null, bool threaded = false, bool fullIntensity = true) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Continuous Haptic"); + + if (Android() && vibrateAndroid) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255); + MMNVAndroid.AndroidVibrate((long)(duration * 1000), (int)(androidIntensity)); + } + else if (iOS() && vibrateiOS) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayContinuousHapticPattern(iOSIntensity, iOSSharpness, duration, mono, threaded, fullIntensity); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(fallbackOldiOS); + } + } + if (rumble && (mono != null)) + { +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(rumbleLowFrequency, rumbleHighFrequency, controllerID); +#endif + } + } + + /// + /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that + /// + /// + /// + /// + public static void UpdateContinuousHaptic(float intensity, float sharpness, bool alsoRumble = false, int controllerID = -1, bool threaded = false) + { + UpdateContinuousHaptic(true, intensity, sharpness, true, intensity, sharpness, alsoRumble, intensity, sharpness, controllerID, threaded); + } + + /// + /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that + /// More options signature + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void UpdateContinuousHaptic(bool ios, float iosIntensity, float iosSharpness, + bool android, float androidIntensity, float androidSharpness, + bool rumble, float rumbleLowFrequency, float rumbleHighFrequency, int controllerID = -1, + bool threaded = false) + { + if (iOS() && ios) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.UpdateContinuousHapticPattern(iosIntensity, iosSharpness, threaded); + _hapticsPlayedOnce = true; + } + } + if (rumble) + { +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(rumbleLowFrequency, rumbleHighFrequency, controllerID); +#endif + } + } + + /// + /// Stops all currently running haptics + /// + /// + public static void StopAllHaptics(bool alsoRumble = false) + { + if (!_hapticsPlayedOnce) + { + return; + } + + DebugLog("[MMVibrationManager] Stop all haptics"); + MMNViOSCoreHaptics.StopEngine(); + MMNVAndroid.AndroidCancelVibrations(); + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (alsoRumble) + { + MMNVRumble.StopRumble(); + } + #endif + } + + /// + /// Stops all running pattern or continuous haptics + /// + public static void StopContinuousHaptic(bool alsoRumble = false) + { + DebugLog("[MMVibrationManager] Stop Continuous Haptic"); + MMNViOSCoreHaptics.StopHapticPatterns(); + MMNVAndroid.AndroidCancelVibrations(); + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (alsoRumble) + { + MMNVRumble.StopRumble(); + } + #endif + } + + /// + /// Plays a haptic pattern, the most complex type of haptic, defined by a JSON string on iOS, and a pattern on Android + /// + /// + /// + /// + /// + /// + public static void AdvancedHapticPattern(string iOSJSONString, + long[] androidPattern, int[] androidAmplitudes, int androidRepeat, + long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat, + HapticTypes fallbackOldiOS = HapticTypes.None, + MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = false) + { + AdvancedHapticPattern(true, iOSJSONString, true, androidPattern, androidAmplitudes, androidRepeat, false, true, rumblePattern, + rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, fallbackOldiOS, coroutineSupport, controllerID, threaded); + } + + /// + /// Plays a advanced haptic pattern, + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void AdvancedHapticPattern(bool ios, string iOSJSONString, + bool android, long[] androidPattern, int[] androidAmplitudes, int androidRepeat, + bool vibrateAndroidIfNoSupport, + bool rumble, + long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat, + HapticTypes fallbackOldiOS = HapticTypes.None, + MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = false) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Advanced Haptic Pattern"); + + if (Android()) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + MMNVAndroid.AndroidVibrate(androidPattern, androidAmplitudes, androidRepeat, threaded); + } + else if (iOS()) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayCoreHapticsFromJSON(iOSJSONString, threaded); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(fallbackOldiOS); + } + } +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (coroutineSupport != null) + { + MMNVRumble.Rumble(rumblePattern, rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, coroutineSupport, controllerID); + } +#endif + } + + // DEBUG ------------------------------------------------------------------------------------------------------------------- + + /// + /// Outputs the specified string to the console if in debug mode + /// + /// + private static void DebugLog(string log) + { + if (_debugLogActive) + { + Debug.Log(log); + } + } + + /// + /// Remaps value x between AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta new file mode 100644 index 0000000..3ea2f31 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 20c4424cca8b44ea9aa36cd233abf0d8 +timeCreated: 1514906462 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs new file mode 100644 index 0000000..777b0f7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs @@ -0,0 +1,171 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A minimal test class you can drop in any scene that can be used to trigger vibrations from its inspector + /// + public class MMVibrationManagerTester : MonoBehaviour + { + /// the possible haptic methods for this feedback + public enum HapticMethods { NativePreset, Transient, Continuous, AdvancedPattern, Stop } + /// the timescale to operate on + public enum Timescales { ScaledTime, UnscaledTime } + + [Header("Haptics")] + public HapticMethods HapticMethod = HapticMethods.NativePreset; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.NativePreset)] + public HapticTypes HapticType = HapticTypes.None; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Transient)] + public float TransientIntensity = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Transient)] + public float TransientSharpness = 1f; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float InitialContinuousIntensity = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public AnimationCurve ContinuousIntensityCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)); + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float InitialContinuousSharpness = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public AnimationCurve ContinuousSharpnessCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)); + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float ContinuousDuration = 1f; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public TextAsset AHAPFileForIOS; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public MMNVAndroidWaveFormAsset AndroidWaveFormFile; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public MMNVRumbleWaveFormAsset RumbleWaveFormFile; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public int AndroidRepeat = -1; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public int RumbleRepeat = -1; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public HapticTypes OldIOSFallback; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public Timescales Timescale = Timescales.UnscaledTime; + + [Header("Rumble")] + public bool AllowRumble = true; + + [MMNVInspectorButton("TestVibration")] + public bool TestVibrationButton; + + protected static bool _continuousPlaying = false; + protected static float _continuousStartedAt = 0f; + + /// + /// When this feedback gets played + /// + /// + /// + protected virtual void TestVibration() + { + + Vector3 position = this.transform.position; + + switch (HapticMethod) + { + case HapticMethods.AdvancedPattern: + string iOSString = (AHAPFileForIOS == null) ? "" : AHAPFileForIOS.text; + + long[] androidPattern = (AndroidWaveFormFile == null) ? null : AndroidWaveFormFile.WaveForm.Pattern; + int[] androidAmplitude = (AndroidWaveFormFile == null) ? null : AndroidWaveFormFile.WaveForm.Amplitudes; + + long[] rumblePattern = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.Pattern; + int[] lowFreqAmplitude = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.LowFrequencyAmplitudes; + int[] highFreqAmplitude = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.HighFrequencyAmplitudes; + + MMVibrationManager.AdvancedHapticPattern(iOSString, androidPattern, androidAmplitude, AndroidRepeat, + rumblePattern, lowFreqAmplitude, highFreqAmplitude, RumbleRepeat, + OldIOSFallback, this); + break; + + case HapticMethods.Continuous: + StartCoroutine(ContinuousHapticsCoroutine()); + break; + + case HapticMethods.NativePreset: + MMVibrationManager.Haptic(HapticType, false, AllowRumble, this); + break; + + case HapticMethods.Transient: + MMVibrationManager.TransientHaptic(TransientIntensity, TransientSharpness, AllowRumble, this); + break; + + case HapticMethods.Stop: + if (_continuousPlaying) + { + MMVibrationManager.StopContinuousHaptic(AllowRumble); + _continuousPlaying = false; + } + break; + } + } + + /// + /// A coroutine used to update continuous haptics as they're playing + /// + /// + protected virtual IEnumerator ContinuousHapticsCoroutine() + { + _continuousStartedAt = (Timescale == Timescales.ScaledTime) ? Time.time : Time.unscaledTime; + _continuousPlaying = true; + float elapsedTime = ComputeElapsedTime(); + + MMVibrationManager.ContinuousHaptic(InitialContinuousIntensity, InitialContinuousSharpness, ContinuousDuration, HapticTypes.Success, this); + + while (_continuousPlaying && (elapsedTime < ContinuousDuration)) + { + elapsedTime = ComputeElapsedTime(); + float remappedTime = Remap(elapsedTime, 0f, ContinuousDuration, 0f, 1f); + float intensity = ContinuousIntensityCurve.Evaluate(remappedTime); + float sharpness = ContinuousSharpnessCurve.Evaluate(remappedTime); + MMVibrationManager.UpdateContinuousHaptic(intensity, sharpness, true); + if (AllowRumble) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(intensity, sharpness); + #endif + } + yield return null; + } + if (_continuousPlaying) + { + _continuousPlaying = false; + MMVibrationManager.StopContinuousHaptic(AllowRumble); + } + } + + /// + /// This methods computes and returns the elapsed time since the start of the last played continuous haptic + /// + /// + protected virtual float ComputeElapsedTime() + { + float elapsedTime = (Timescale == Timescales.ScaledTime) ? Time.time - _continuousStartedAt : Time.unscaledTime - _continuousStartedAt; + return elapsedTime; + } + + /// + /// Remaps value x from AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta new file mode 100644 index 0000000..b35fb90 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1819f64dde59594ca91dd55ebc7cce0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble.meta b/Assets/NiceVibrations/Common/Scripts/Rumble.meta new file mode 100644 index 0000000..d1ab524 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f25222f3bc4c54ccb863050ccf14b462 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta new file mode 100644 index 0000000..deb76b2 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c7490044d8ae4b97bbeac09b1d77357 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta new file mode 100644 index 0000000..343a582 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af7ca3adc7b5649ff96d32722acf6441 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs new file mode 100644 index 0000000..7878cfa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.Feedbacks +{ +#if UNITY_EDITOR + /// + /// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically + /// + [InitializeOnLoad] + public class NiceVibrationsRumbleDefineSymbols + { + /// + /// A list of all the symbols you want added to the build settings + /// + public static readonly string[] Symbols = new string[] + { + "MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE" + }; + + /// + /// As soon as this class has finished compiling, adds the specified define symbols to the build settings + /// + static NiceVibrationsRumbleDefineSymbols() + { + string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); + List scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList(); + scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList)); + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, string.Join(";", scriptingDefinesStringList.ToArray())); + } + } +#endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta new file mode 100644 index 0000000..9fd589a --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a1809e2ead76b7942b0053af685ef036 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta new file mode 100644 index 0000000..21b07a5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 121e8b51401f3452f8224dc3281d6944 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs new file mode 100644 index 0000000..5c8af6b --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs @@ -0,0 +1,195 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.XR; + +namespace MoreMountains.NiceVibrations +{ + public static class MMNVRumble + { + /// whether or not the rumble engine is running right now + public static bool Rumbling = false; + /// whether or not we're playing a continuous rumble right now + public static bool RumblingContinuous = false; + + public static UnityEngine.InputSystem.Gamepad GetGamepad(int id) + { + if (id != -1) + { + if (id >= UnityEngine.InputSystem.Gamepad.all.Count) + { + return UnityEngine.InputSystem.Gamepad.current; + } + else + { + return UnityEngine.InputSystem.Gamepad.all[id]; + } + } + return UnityEngine.InputSystem.Gamepad.current; + } + + /// + /// Rumbles the controller at the specified frequencies for the specified duration + /// + /// from 0 to 1 + /// from 0 to 1 + /// the duration of the rumble, in seconds + /// a monobehaviour to run the coroutine on (usually just use "this") + public static void Rumble(float lowFrequency, float highFrequency, float duration, MonoBehaviour coroutineSupport, int controllerID = -1) + { + coroutineSupport.StartCoroutine(RumbleCoroutine(lowFrequency, highFrequency, duration, controllerID)); + } + + /// + /// A coroutine used to rumble + /// + /// + /// + /// + /// + private static IEnumerator RumbleCoroutine(float lowFrequency, float highFrequency, float duration, int controllerID = -1) + { + if (GetGamepad(controllerID) == null) + { + yield break; + } + Rumbling = true; + GetGamepad(controllerID).SetMotorSpeeds(lowFrequency, highFrequency); + float startedAt = Time.unscaledTime; + while (Time.unscaledTime - startedAt < duration) + { + yield return null; + } + InputSystem.ResetHaptics(); + Rumbling = false; + } + + /// + /// Requests a rumble for the specified pattern, amplitude and optional repeat + /// + /// Pattern. + /// Amplitudes (from 0 to 255). + /// Repeat : -1 : no repeat, 0 : infinite, 1 : repeat once, 2 : repeat twice, etc + public static void Rumble(long[] pattern, int[] amplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + if ((pattern == null) || (amplitudes == null)) + { + return; + } + coroutineSupport.StartCoroutine(RumblePatternCoroutine(pattern, amplitudes, amplitudes, repeat, coroutineSupport, controllerID)); + } + + /// + /// Requests a rumble for the specified pattern, low and high frequency amplitudes and optional repeat + /// + /// + /// + /// + /// + /// + public static void Rumble(long[] pattern, int[] lowFreqAmplitudes, int[] highFreqAmplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + if ((pattern == null) || (lowFreqAmplitudes == null) || (highFreqAmplitudes == null)) + { + return; + } + coroutineSupport.StartCoroutine(RumblePatternCoroutine(pattern, lowFreqAmplitudes, highFreqAmplitudes, repeat, coroutineSupport, controllerID)); + } + + /// + /// A coroutine used to play patterns + /// + /// + /// + /// + /// + /// + private static IEnumerator RumblePatternCoroutine(long[] pattern, int[] lowFreqAmplitudes, + int[] highFreqAmplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + float startedAt = Time.unscaledTime; + float currentTime = startedAt; + int currentIndex = 0; + + UnityEngine.InputSystem.Gamepad currentGamepad = GetGamepad(controllerID); + + while (currentIndex < pattern.Length) + { + if (currentGamepad == null) + { + yield break; + } + + int count = 0; + float totalLowFrequency = 0; + float totalHighFrequency = 0; + + do + { + float duration = pattern[currentIndex]; + float lowFrequencyAmplitude = (lowFreqAmplitudes.Length > currentIndex) ? lowFreqAmplitudes[currentIndex] / 255f : 0f; + totalLowFrequency += lowFrequencyAmplitude; + float highFrequencyAmplitude = (highFreqAmplitudes.Length > currentIndex) ? highFreqAmplitudes[currentIndex] / 255f : 0f; + totalHighFrequency += highFrequencyAmplitude; + currentTime += duration / 1000f; + count++; + currentIndex++; + } while (currentTime < Time.unscaledTime && currentIndex < pattern.Length); + + currentGamepad.SetMotorSpeeds(totalLowFrequency / count, totalHighFrequency / count); + + while (currentTime > Time.unscaledTime && currentIndex < pattern.Length) + { + yield return null; + } + } + currentGamepad.SetMotorSpeeds(0f, 0f); + } + + /// + /// Lets you update rumble values while playing them + /// + /// + /// + public static void RumbleContinuous(float lowFrequency, float highFrequency, int controllerID = -1) + { + if (GetGamepad(controllerID) == null) + { + return; + } + Rumbling = true; + RumblingContinuous = true; + GetGamepad(controllerID).SetMotorSpeeds(lowFrequency, highFrequency); + } + + /// + /// Stops all rumbles + /// + public static void StopRumble() + { + Rumbling = false; + RumblingContinuous = false; + InputSystem.ResetHaptics(); + } + + /// + /// Pauses all rumbles + /// + public static void PauseRumble() + { + Rumbling = false; + RumblingContinuous = false; + InputSystem.PauseHaptics(); + } + + /// + /// Resumes all rumbles + /// + public static void ResumeRumble() + { + Rumbling = true; + InputSystem.ResumeHaptics(); + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta new file mode 100644 index 0000000..b88adc8 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bfe0f13b99e233d4181abce97b08e738 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos.meta b/Assets/NiceVibrations/Demos.meta new file mode 100644 index 0000000..6dd8c1c --- /dev/null +++ b/Assets/NiceVibrations/Demos.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5e11dce0c0bb34c388b798303cc3a827 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets.meta b/Assets/NiceVibrations/Demos/DemoAssets.meta new file mode 100644 index 0000000..60bfc4e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8147c74ab523c4bccb79b45906a8e987 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta new file mode 100644 index 0000000..6fca68a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4b477d221b4b14a679fce4094bd5665c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta new file mode 100644 index 0000000..50a04dd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3bddd6e9a00244ae48aca1efb5abe3ee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs new file mode 100644 index 0000000..734dd3d --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs @@ -0,0 +1,122 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [Serializable] + public class PresetDemoItem + { + public string Name; + public TextAsset AHAPFile; + public Sprite AssociatedSprite; + public AudioSource AssociatedSound; + public MMNVAndroidWaveFormAsset WaveFormAsset; + public MMNVRumbleWaveFormAsset RumbleWaveFormAsset; + } + + public class PresetDemoManager : DemoManager + { + [Header("Image")] + public Image IconImage; + public Animator IconImageAnimator; + public List DemoItems; + + protected WaitForSeconds _ahapTurnDelay; + protected int _idleAnimationParameter; + + protected virtual void Awake() + { + _ahapTurnDelay = new WaitForSeconds(0.02f); + _idleAnimationParameter = Animator.StringToHash("Idle"); + IconImageAnimator.SetBool(_idleAnimationParameter, true); + } + + // AHAP ------------------------------------------------------------------------------------------------ + + public virtual void PlayAHAP(int index) + { + Logo.Shaking = true; + + // for the purpose of the demo, and to be able to observe the difference, if any, on certain devices, + // the first 4 effects (dice, drums, game over, heart beats) will be called on the main thread, and the remaining ones on a secondary thread + if (index < 5) + { + MMVibrationManager.AdvancedHapticPattern(DemoItems[index].AHAPFile.text, + DemoItems[index].WaveFormAsset.WaveForm.Pattern, DemoItems[index].WaveFormAsset.WaveForm.Amplitudes, -1, + DemoItems[index].RumbleWaveFormAsset.WaveForm.Pattern, DemoItems[index].RumbleWaveFormAsset.WaveForm.LowFrequencyAmplitudes, + DemoItems[index].RumbleWaveFormAsset.WaveForm.HighFrequencyAmplitudes, -1, + HapticTypes.LightImpact, this, -1, false); + DemoItems[index].AssociatedSound.Play(); + StartCoroutine(ChangeIcon(DemoItems[index].AssociatedSprite)); + } + else + { + MMVibrationManager.AdvancedHapticPattern(DemoItems[index].AHAPFile.text, + DemoItems[index].WaveFormAsset.WaveForm.Pattern, DemoItems[index].WaveFormAsset.WaveForm.Amplitudes, -1, + DemoItems[index].RumbleWaveFormAsset.WaveForm.Pattern, DemoItems[index].RumbleWaveFormAsset.WaveForm.LowFrequencyAmplitudes, + DemoItems[index].RumbleWaveFormAsset.WaveForm.HighFrequencyAmplitudes, -1, + HapticTypes.LightImpact, this, -1, true); + DemoItems[index].AssociatedSound.Play(); + StartCoroutine(ChangeIcon(DemoItems[index].AssociatedSprite)); + } + } + + // ICON ---------------------------------------------------------------------------------------------- + + protected virtual IEnumerator ChangeIcon(Sprite newSprite) + { + IconImageAnimator.SetBool(_idleAnimationParameter, false); + yield return _ahapTurnDelay; + IconImage.sprite = newSprite; + } + + // CALLBACKS ---------------------------------------------------------------------------------------------- + + public virtual void Test() + { + StartCoroutine(BackToIdle()); + + } + + protected virtual void OnHapticsStopped() + { + StartCoroutine(BackToIdle()); + } + + protected virtual IEnumerator BackToIdle() + { + Logo.Shaking = false; + IconImageAnimator.SetBool(_idleAnimationParameter, true); + yield return _ahapTurnDelay; + IconImage.sprite = DemoItems[0].AssociatedSprite; + } + + protected virtual void OnHapticsError() + { + + } + + protected virtual void OnHapticsReset() + { + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError += OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset += OnHapticsReset; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError -= OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset -= OnHapticsReset; + MMNVAndroid.ClearThreads(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta new file mode 100644 index 0000000..213babb --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0c563ed932a79f9488e91a758966782e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs new file mode 100644 index 0000000..c138e0a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs @@ -0,0 +1,24 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A minimal, demo only class, used to rotate an image in the demo's UI + /// + public class PresetDemoRotator : MonoBehaviour + { + /// the speed at which the image should rotate + public Vector3 RotationSpeed = new Vector3(0, 0, 100f); + + /// + /// On Update we rotate our image + /// + protected void Update() + { + this.transform.Rotate(RotationSpeed * Time.deltaTime, Space.Self); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta new file mode 100644 index 0000000..e1d1d92 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6d7cd63a9d0b0324492de8a1aa8367b7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta new file mode 100644 index 0000000..a70dcdd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b538d2e179b1548d68093ad7000222ba +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta new file mode 100644 index 0000000..6a4e699 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5d3e3f52b153e4ac0940b17b7e79a15d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs new file mode 100644 index 0000000..dc158dd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs @@ -0,0 +1,81 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoBall : MonoBehaviour + { + public bool HapticsEnabled = true; + public ParticleSystem HitParticles; + public ParticleSystem HitPusherParticles; + public LayerMask WallMask; + public LayerMask PusherMask; + public MMUIShaker LogoShaker; + public AudioSource TransientAudioSource; + + protected Rigidbody2D _rigidBody; + protected float _lastRaycastTimestamp = 0f; + protected Animator _ballAnimator; + protected int _hitAnimationParameter; + + protected virtual void Awake() + { + _rigidBody = this.gameObject.GetComponent(); + _ballAnimator = this.gameObject.GetComponent(); + _hitAnimationParameter = Animator.StringToHash("Hit"); + MMNViOSCoreHaptics.CreateEngine(); + } + + protected virtual void OnCollisionEnter2D(Collision2D collision) + { + if (WallMask == (WallMask | (1 << collision.gameObject.layer))) + { + HitWall(); + } + } + + protected virtual void Update() + { + float raycastLength = 5f; + + Debug.DrawLine(this.transform.position, Vector3.down * raycastLength, Color.red); + + if (Time.time - _lastRaycastTimestamp > 1f) + { + _lastRaycastTimestamp = Time.time; + RaycastHit2D hit = Physics2D.Raycast(this.transform.position, Vector2.down, raycastLength, WallMask); + if (hit.collider != null) + { + HitBottom(); + } + } + } + + protected virtual void HitBottom() + { + _rigidBody.AddForce(Vector2.up * 2500f); + StartCoroutine(LogoShaker.Shake(0.2f)); + } + + protected virtual void HitWall() + { + float intensity = _rigidBody.velocity.magnitude / 100f; + MMVibrationManager.TransientHaptic(intensity, 0.7f, true, this); + TransientAudioSource.volume = intensity; + StartCoroutine(LogoShaker.Shake(0.2f)); + TransientAudioSource.Play(); + _ballAnimator.SetTrigger(_hitAnimationParameter); + } + + public virtual void HitPusher() + { + HitPusherParticles.Play(); + MMVibrationManager.TransientHaptic(0.85f, 0.05f, true, this); + TransientAudioSource.volume = 0.1f; + StartCoroutine(LogoShaker.Shake(0.2f)); + TransientAudioSource.Play(); + _ballAnimator.SetTrigger(_hitAnimationParameter); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta new file mode 100644 index 0000000..3a65584 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59fe36bd4834fab44a9223e70f5fc73e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs new file mode 100644 index 0000000..6b1b0e7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoManager : DemoManager + { + + [Header("Ball")] + public Vector2 Gravity = new Vector2(0, -30f); + + protected virtual void Start() + { + Physics2D.gravity = Gravity; + } + + + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta new file mode 100644 index 0000000..1c33d35 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 108a3476b6d855545b26c23b7e92e890 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs new file mode 100644 index 0000000..590fb54 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoWall : MonoBehaviour + { + protected RectTransform _rectTransform; + protected BoxCollider2D _boxCollider2D; + + protected virtual void OnEnable() + { + _rectTransform = this.gameObject.GetComponent(); + _boxCollider2D = this.gameObject.GetComponent(); + + _boxCollider2D.size = new Vector2(_rectTransform.rect.size.x , _rectTransform.rect.size.y ); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta new file mode 100644 index 0000000..17e0d8f --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4615302ba7af13645aec1ad743d65dcf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs new file mode 100644 index 0000000..fbd0b18 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallPusher : MonoBehaviour + { + public float Force = 5f; + public BallDemoBall TargetBall; + protected Vector2 _direction; + + protected virtual void OnTriggerEnter2D(Collider2D collider) + { + if (collider.gameObject != TargetBall.gameObject) + { + return; + } + + _direction = (collider.transform.position - this.transform.position).normalized; + _direction.y = 1f; + collider.attachedRigidbody.velocity = Vector2.zero; + collider.attachedRigidbody.AddForce(_direction * Force); + TargetBall.HitPusher(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta new file mode 100644 index 0000000..80fae8f --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bf5e4b668334cb04282cd8a30200b42c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs new file mode 100644 index 0000000..e8a950c --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + public class BallTouchZone : MonoBehaviour, IPointerExitHandler, IPointerEnterHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + public RectTransform BallMover; + protected bool _holding = false; + protected PointerEventData _pointerEventData; + protected Vector3 _newPosition; + protected Canvas _canvas; + protected float _initialZPosition; + protected Vector2 _workPosition; + + + protected virtual void Start() + { + Initialization(); + } + + protected virtual void Initialization() + { + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _canvas = GetComponentInParent(); + _initialZPosition = transform.position.z; + } + + protected virtual void Update() + { + if (_holding) + { + _newPosition = GetWorldPosition(_pointerEventData.position); + } + else + { + _newPosition = Vector3.one * 5000f; + } + + _newPosition.z = _initialZPosition; + BallMover.position = _newPosition; + } + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + + public virtual void OnPointerEnter(PointerEventData data) + { + _holding = true; + _pointerEventData = data; + } + + public virtual void OnPointerExit(PointerEventData data) + { + _holding = false; + } + + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta new file mode 100644 index 0000000..02bd129 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b52f664c08fd13941b0167b90d8fb49a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta new file mode 100644 index 0000000..bc69290 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 65d45bb3f200d44eda9fe04bdcd30055 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta new file mode 100644 index 0000000..0471338 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c6d5fb65c90ab40aab4b7f73baab4b31 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs new file mode 100644 index 0000000..fc0e909 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs @@ -0,0 +1,213 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class CarDemoManager : DemoManager + { + [Header("Control")] + public MMKnob Knob; + public float MinimumKnobValue = 0.1f; + public float MaximumPowerDuration = 10f; + public float ChargingSpeed = 2f; + public float CarSpeed = 0f; + public float Power; + public float StartClickDuration = 0.2f; + public float DentDuration = 0.10f; + public List Dents; + + [Header("Car")] + public AudioSource CarEngineAudioSource; + public Transform LeftWheel; + public Transform RightWheel; + public RectTransform CarBody; + public Vector3 WheelRotationSpeed = new Vector3(0f, 0f, 50f); + + [Header("UI")] + public GameObject ReloadingPrompt; + public AnimationCurve StartClickCurve; + public MMProgressBar PowerBar; + public List SpeedBars; + public Color ActiveColor; + public Color InactiveColor; + + [Header("Debug")] + public bool _carStarted = false; + public float _carStartedAt = 0f; + public float _lastStartClickAt = 0f; + + protected float _knobValueLastFrame; + protected float _lastDentAt = 0f; + protected float _knobValue; + protected Vector3 _initialCarPosition; + protected Vector3 _carPosition; + + protected virtual void Awake() + { + Power = MaximumPowerDuration; + ReloadingPrompt.SetActive(false); + _initialCarPosition = CarBody.localPosition; + } + + protected virtual void Update() + { + HandlePower(); + UpdateCar(); + UpdateUI(); + + _knobValueLastFrame = Knob.Value; + } + + protected virtual void HandlePower() + { + _knobValue = Knob.Active ? Knob.Value : 0f; + + if (!_carStarted) + { + if ((_knobValue > MinimumKnobValue) && (Knob.Active)) + { + _carStarted = true; + _carStartedAt = Time.time; + _lastStartClickAt = Time.time; + MMVibrationManager.ContinuousHaptic(_knobValue, _knobValue, MaximumPowerDuration, HapticTypes.MediumImpact, this, false, -1, false); + CarEngineAudioSource.Play(); + } + else + { + Power += Time.deltaTime * ChargingSpeed; + Power = Mathf.Clamp(Power, 0f, MaximumPowerDuration); + + if (Power == MaximumPowerDuration) + { + Knob.SetActive(true); + Knob._rectTransform.localScale = Vector3.one ; + ReloadingPrompt.SetActive(false); + } + else + { + if (!Knob.Active) + { + Knob.SetValue(CarSpeed); + } + } + } + } + else + { + if (Time.time - _carStartedAt > MaximumPowerDuration) + { + _carStarted = false; + Knob.SetActive(false); + Knob._rectTransform.localScale = Vector3.one * 0.9f; + ReloadingPrompt.SetActive(true); + } + else + { + if (_knobValue > MinimumKnobValue) + { + Power -= Time.deltaTime; + Power = Mathf.Clamp(Power, 0f, MaximumPowerDuration); + + MMVibrationManager.UpdateContinuousHaptic(_knobValue, _knobValue, true); + + if (Power <= 0f) + { + _carStarted = false; + Knob.SetActive(false); + Knob._rectTransform.localScale = Vector3.one * 0.9f; + ReloadingPrompt.SetActive(true); + } + } + else + { + _carStarted = false; + _lastStartClickAt = Time.time; + MMVibrationManager.StopContinuousHaptic(true); + } + } + } + } + + protected virtual void UpdateCar() + { + float targetSpeed = _carStarted ? NiceVibrationsDemoHelpers.Remap(Knob.Value, MinimumKnobValue, 1f, 0f, 1f) : 0f; + CarSpeed = Mathf.Lerp(CarSpeed, targetSpeed, Time.deltaTime * 1f); + + CarEngineAudioSource.volume = CarSpeed; + CarEngineAudioSource.pitch = NiceVibrationsDemoHelpers.Remap(CarSpeed, 0f, 1f, 0.5f, 1.25f); + + LeftWheel.Rotate(CarSpeed * Time.deltaTime * WheelRotationSpeed, Space.Self); + RightWheel.Rotate(CarSpeed * Time.deltaTime * WheelRotationSpeed, Space.Self); + + _carPosition.x = _initialCarPosition.x + 0f; + _carPosition.y = _initialCarPosition.y + 10 * CarSpeed * Mathf.PerlinNoise(Time.time * 10f, CarSpeed * 10f); + _carPosition.z = 0f; + CarBody.localPosition = _carPosition; + + } + + protected virtual void UpdateUI() + { + if (Knob.Active) + { + // start dent + if (Time.time - _lastStartClickAt < StartClickDuration) + { + float elapsedTime = StartClickCurve.Evaluate((Time.time - _lastStartClickAt) * (1 / StartClickDuration)); + Knob._rectTransform.localScale = Vector3.one + Vector3.one * elapsedTime * 0.05f; + Knob._image.color = Color.Lerp(ActiveColor, Color.white, elapsedTime); + } + + // other dents + foreach (float f in Dents) + { + if (((_knobValue >= f) && (_knobValueLastFrame < f)) || ((_knobValue <= f) && (_knobValueLastFrame > f))) + { + _lastDentAt = Time.time; + break; + } + } + if (Time.time - _lastDentAt < DentDuration) + { + float elapsedTime = StartClickCurve.Evaluate((Time.time - _lastDentAt) * (1 / DentDuration)); + Knob._rectTransform.localScale = Vector3.one + Vector3.one * elapsedTime * 0.02f; + Knob._image.color = Color.Lerp(ActiveColor, Color.white, elapsedTime * 0.05f); + if (MMVibrationManager.iOS()) + { + MMVibrationManager.TransientHaptic(0.4f, 1f); + } + } + } + + // gas bar + PowerBar.UpdateBar(Power, 0f, MaximumPowerDuration); + + // power bars + if (CarSpeed <= 0.1f) + { + for (int i = 0; i < SpeedBars.Count; i++) + { + SpeedBars[i].SetActive(false); + } + } + else + { + int barsAmount = (int)(CarSpeed * 5f); + for (int i = 0; i < SpeedBars.Count; i++) + { + if (i <= barsAmount) + { + SpeedBars[i].SetActive(true); + } + else + { + SpeedBars[i].SetActive(false); + } + } + } + } + } +} + diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta new file mode 100644 index 0000000..07f3419 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35a26d6ebcf6d9c488dfd296cf2219f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs new file mode 100644 index 0000000..b82a5c9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class PowerBarElement : MonoBehaviour + { + public float BumpDuration = 0.15f; + public Color NormalColor; + public Color InactiveColor; + public AnimationCurve Curve; + + protected Image _image; + protected float _bumpDuration = 0f; + protected bool _active = false; + protected bool _activeLastFrame = false; + + protected virtual void Awake() + { + _image = this.gameObject.GetComponent(); + } + + public virtual void SetActive(bool status) + { + _active = status; + _image.color = status ? NormalColor : InactiveColor; + } + + protected virtual void Update() + { + if (_active && !_activeLastFrame) + { + StartCoroutine(ColorBump()); + } + _activeLastFrame = _active; + } + + protected virtual IEnumerator ColorBump() + { + _bumpDuration = 0f; + while (_bumpDuration < BumpDuration) + { + float curveValue = Curve.Evaluate(_bumpDuration / BumpDuration); + _image.color = Color.Lerp(NormalColor, Color.white, curveValue); + + _bumpDuration += Time.deltaTime; + yield return null; + } + + _image.color = NormalColor; + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta new file mode 100644 index 0000000..e65f7cf --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b00d7a1bf2998ce459a1952941fc251e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta new file mode 100644 index 0000000..b6d8d3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 12db8d4d473814ac1a3a89f7e5ce5f5f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta new file mode 100644 index 0000000..c9f34a4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd9a82ec565fa4b3c936759c76b015eb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs new file mode 100644 index 0000000..2b2f817 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs @@ -0,0 +1,180 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class ContinuousHapticsDemoManager : DemoManager + { + [Header("Texts")] + public float ContinuousIntensity = 1f; + public float ContinuousSharpness = 1f; + public float ContinuousDuration = 3f; + public Text ContinuousIntensityText; + public Text ContinuousSharpnessText; + public Text ContinuousDurationText; + public Text ContinuousButtonText; + [Header("Interface")] + public MMTouchButton ContinuousButton; + public MMProgressBar IntensityProgressBar; + public MMProgressBar SharpnessProgressBar; + public MMProgressBar DurationProgressBar; + public MMProgressBar ContinuousProgressBar; + public HapticCurve TargetCurve; + public Slider DurationSlider; + + protected float _timeLeft; + protected Color _continuousButtonOnColor = new Color32(216, 85, 85, 255); + protected Color _continuousButtonOffColor = new Color32(242, 27, 80, 255); + protected bool _continuousActive = false; + protected float _intensityLastFrame = -1f; + protected float _sharpnessLastFrame = -1f; + + /// + /// On Awake, we initialize our iOS haptics. + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void Awake() + { + //MMVibrationIOS.iOSInitializeHaptics (); + ContinuousButton.ReturnToInitialSpriteAutomatically = false; + + ContinuousIntensityText.text = ContinuousIntensity.ToString(); + ContinuousSharpnessText.text = ContinuousSharpness.ToString(); + ContinuousDurationText.text = ContinuousDuration.ToString(); + + IntensityProgressBar.UpdateBar(ContinuousIntensity, 0f, 1f); + SharpnessProgressBar.UpdateBar(ContinuousSharpness, 0f, 1f); + DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f); + } + + protected virtual void Update() + { + UpdateContinuousDemo(); + } + + protected virtual void UpdateContinuousDemo() + { + if (_timeLeft > 0f) + { + ContinuousProgressBar.UpdateBar(_timeLeft, 0f, ContinuousDuration); + _timeLeft -= Time.deltaTime; + Logo.Shaking = true; + TargetCurve.Move = true; + Logo.Intensity = NiceVibrationsDemoHelpers.Remap(ContinuousIntensity, 0f, 1f, 1f, 8f); + Logo.Sharpness = NiceVibrationsDemoHelpers.Remap(ContinuousSharpness, 0f, 1f, 10f, 25f); + } + else + { + ContinuousProgressBar.UpdateBar(0f, 0f, ContinuousDuration); + Logo.Shaking = false; + TargetCurve.Move = false; + if (_continuousActive) + { + MMVibrationManager.StopContinuousHaptic(true); + OnHapticsStopped(); + } + } + if ((_sharpnessLastFrame != ContinuousSharpness) || (_intensityLastFrame != ContinuousIntensity)) + { + TargetCurve.UpdateCurve(ContinuousIntensity, ContinuousSharpness); + } + _intensityLastFrame = ContinuousIntensity; + _sharpnessLastFrame = ContinuousSharpness; + } + + public virtual void UpdateContinuousIntensity(float newIntensity) + { + ContinuousIntensity = newIntensity; + IntensityProgressBar.UpdateBar(ContinuousIntensity, 0f, 1f); + ContinuousIntensityText.text = NiceVibrationsDemoHelpers.Round(newIntensity, 2).ToString(); + UpdateContinuous(); + } + + public virtual void UpdateContinuousSharpness(float newSharpness) + { + ContinuousSharpness = newSharpness; + SharpnessProgressBar.UpdateBar(ContinuousSharpness, 0f, 1f); + ContinuousSharpnessText.text = NiceVibrationsDemoHelpers.Round(newSharpness, 2).ToString(); + UpdateContinuous(); + } + + public virtual void UpdateContinuousDuration(float newDuration) + { + ContinuousDuration = newDuration; + DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f); + ContinuousDurationText.text = NiceVibrationsDemoHelpers.Round(newDuration, 2).ToString(); + } + + protected virtual void UpdateContinuous() + { + if (_continuousActive) + { + MMVibrationManager.UpdateContinuousHaptic(ContinuousIntensity, ContinuousSharpness, true, -1, true); + DebugAudioContinuous.volume = ContinuousIntensity; + DebugAudioContinuous.pitch = 0.5f + ContinuousSharpness / 2f; + } + } + + public virtual void ContinuousHapticsButton() + { + if (!_continuousActive) + { + // START + MMVibrationManager.ContinuousHaptic(ContinuousIntensity, ContinuousSharpness, ContinuousDuration, HapticTypes.LightImpact, this, true, -1, true); + _timeLeft = ContinuousDuration; + ContinuousButtonText.text = "Stop continuous haptic pattern"; + DurationSlider.interactable = false; + _continuousActive = true; + DebugAudioContinuous.Play(); + } + else + { + // STOP + MMVibrationManager.StopContinuousHaptic(true); + ResetPlayState(); + } + } + + protected virtual void OnHapticsStopped() + { + ResetPlayState(); + } + + protected virtual void OnHapticsError() + { + + } + + protected virtual void OnHapticsReset() + { + + } + + protected virtual void ResetPlayState() + { + _timeLeft = 0f; + ContinuousButtonText.text = "Play continuous haptic pattern"; + _continuousActive = false; + DebugAudioContinuous?.Stop(); + DurationSlider.interactable = true; + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError += OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset += OnHapticsReset; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError -= OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset -= OnHapticsReset; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta new file mode 100644 index 0000000..95ea211 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1334dc132cef6e4d980b0705fa9c3ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta new file mode 100644 index 0000000..27a0c76 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 307852c0d31364e6bb6cb5c1cb9728be +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs new file mode 100644 index 0000000..b31d5b5 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs @@ -0,0 +1,114 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class RegularPresetsDemoManager : DemoManager + { + + [Header("Image")] + public Image IconImage; + public Animator IconImageAnimator; + + [Header("Sprites")] + public Sprite IdleSprite; + + public Sprite SelectionSprite; + public Sprite SuccessSprite; + public Sprite WarningSprite; + public Sprite FailureSprite; + public Sprite RigidSprite; + public Sprite SoftSprite; + public Sprite LightSprite; + public Sprite MediumSprite; + public Sprite HeavySprite; + + protected WaitForSeconds _turnDelay; + protected WaitForSeconds _shakeDelay; + protected int _idleAnimationParameter; + + protected virtual void Awake() + { + _turnDelay = new WaitForSeconds(0.02f); + _shakeDelay = new WaitForSeconds(0.3f); + _idleAnimationParameter = Animator.StringToHash("Idle"); + IconImageAnimator.SetBool(_idleAnimationParameter, true); + IconImageAnimator.speed = 2f; + } + + protected virtual void ChangeImage(Sprite newSprite) + { + StartCoroutine(ChangeImageCoroutine(newSprite)); + } + + protected virtual IEnumerator ChangeImageCoroutine(Sprite newSprite) + { + DebugAudioTransient.Play(); + IconImageAnimator.SetBool(_idleAnimationParameter, false); + yield return _turnDelay; + IconImage.sprite = newSprite; + yield return _shakeDelay; + IconImageAnimator.SetBool(_idleAnimationParameter, true); + yield return _turnDelay; + IconImage.sprite = IdleSprite; + } + + + + public virtual void SelectionButton() + { + MMVibrationManager.Haptic(HapticTypes.Selection, false, true, this); + ChangeImage(SelectionSprite); + } + + public virtual void SuccessButton() + { + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + ChangeImage(SuccessSprite); + } + + public virtual void WarningButton() + { + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + ChangeImage(WarningSprite); + } + + public virtual void FailureButton() + { + MMVibrationManager.Haptic(HapticTypes.Failure, false, true, this); + ChangeImage(FailureSprite); + } + + public virtual void RigidButton() + { + MMVibrationManager.Haptic(HapticTypes.RigidImpact, false, true, this); + ChangeImage(RigidSprite); + } + + public virtual void SoftButton() + { + MMVibrationManager.Haptic(HapticTypes.SoftImpact, false, true, this); + ChangeImage(SoftSprite); + } + + public virtual void LightButton() + { + MMVibrationManager.Haptic(HapticTypes.LightImpact, false, true, this); + ChangeImage(LightSprite); + } + + public virtual void MediumButton() + { + MMVibrationManager.Haptic(HapticTypes.MediumImpact, false, true, this); + ChangeImage(MediumSprite); + } + + public virtual void HeavyButton() + { + MMVibrationManager.Haptic(HapticTypes.HeavyImpact, false, true, this); + ChangeImage(HeavySprite); + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta new file mode 100644 index 0000000..2145d29 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a5fbc7abb856a0a4791f28a326ea66b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta new file mode 100644 index 0000000..c46bf24 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bca962eb8dd0c4885bac3655eca432db +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta new file mode 100644 index 0000000..f132ab9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f3b3c245e22b2422bb1c12e7a8fb5747 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs new file mode 100644 index 0000000..658420a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs @@ -0,0 +1,72 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class TransientHapticsDemoManager : DemoManager + { + [Header("Transient Haptics")] + public MMProgressBar IntensityProgressBar; + public MMProgressBar SharpnessProgressBar; + public HapticCurve TargetCurve; + public float TransientIntensity = 1f; + public float TransientSharpness = 1f; + public Text TransientIntensityText; + public Text TransientSharpnessText; + + protected virtual void Start() + { + SharpnessProgressBar.UpdateBar(1f, 0f, 1f); + IntensityProgressBar.UpdateBar(1f, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void UpdateTransientIntensity(float newIntensity) + { + TransientIntensity = newIntensity; + TransientIntensityText.text = NiceVibrationsDemoHelpers.Round(newIntensity, 2).ToString(); + IntensityProgressBar.UpdateBar(TransientIntensity, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void UpdateTransientSharpness(float newSharpness) + { + TransientSharpness = newSharpness; + TransientSharpnessText.text = NiceVibrationsDemoHelpers.Round(newSharpness, 2).ToString(); + SharpnessProgressBar.UpdateBar(TransientSharpness, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void TransientHapticsButton() + { + MMVibrationManager.TransientHaptic(TransientIntensity, TransientSharpness, true, this); + StartCoroutine(Logo.Shake(0.2f)); + DebugAudioTransient.volume = TransientIntensity; + DebugAudioTransient.pitch = 0.5f + TransientSharpness / 2f; + DebugAudioTransient.Play(); + } + + protected virtual void OnHapticsStopped() + { + ResetPlayState(); + } + + protected virtual void ResetPlayState() + { + + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta new file mode 100644 index 0000000..e22f3d3 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 154496c98a10fd14aac98700fa7044bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta new file mode 100644 index 0000000..8faa951 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d7a7b3624a8f84470a89092aa0e8f347 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta new file mode 100644 index 0000000..c614928 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b59295da017324c80a1c77de12b730a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs new file mode 100644 index 0000000..76565fc --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs @@ -0,0 +1,191 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class WobbleButton : MonoBehaviour, IPointerExitHandler, IPointerEnterHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + + [Header("Bindings")] + public Camera TargetCamera; + public AudioSource SpringAudioSource; + public Animator TargetAnimator; + + [Header("Haptics")] + public TextAsset AHAPFile; + + [Header("Colors")] + public Image TargetModel; + + [Header("Wobble")] + public float OffDuration = 0.1f; + public float MaxRange; + public AnimationCurve WobbleCurve; + public float DragResetDuration = 4f; + public float WobbleFactor = 2f; + + protected Vector3 _neutralPosition; + protected Canvas _canvas; + protected Vector3 _newTargetPosition; + protected Vector3 _eventPosition; + protected Vector2 _workPosition; + protected float _initialZPosition; + protected bool _dragging; + protected int _pointerID; + protected PointerEventData _pointerEventData; + protected RectTransform _rectTransform; + + protected Vector3 _dragEndedPosition; + protected float _dragEndedAt; + protected Vector3 _dragResetDirection; + protected bool _pointerOn = false; + protected bool _draggedOnce = false; + protected int _sparkAnimationParameter; + + protected long[] _wobbleAndroidPattern = { 0, 40, 40, 80 }; + protected int[] _wobbleAndroidAmplitude = { 0, 40, 0, 80 }; + + protected virtual void Start() + { + //Initialization(); + } + + public virtual void SetPitch(float newPitch) + { + SpringAudioSource.pitch = newPitch; + } + + public virtual void Initialization() + { + _sparkAnimationParameter = Animator.StringToHash("Spark"); + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _canvas = GetComponentInParent(); + _initialZPosition = transform.position.z; + _rectTransform = this.gameObject.GetComponent(); + SetNeutralPosition(); + } + + public virtual void SetNeutralPosition() + { + _neutralPosition = _rectTransform.transform.position; + } + + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + + protected virtual void Update() + { + if (_pointerOn && !_dragging) + { + _newTargetPosition = GetWorldPosition(_pointerEventData.position); + + float distance = (_newTargetPosition - _neutralPosition).magnitude; + + if (distance < MaxRange) + { + _dragging = true; + } + else + { + _dragging = false; + } + } + + if (_dragging) + { + StickToPointer(); + } + else + { + GoBackToInitialPosition(); + } + } + + protected virtual void StickToPointer() + { + _draggedOnce = true; + _eventPosition = _pointerEventData.position; + + _newTargetPosition = GetWorldPosition(_eventPosition); + + // We clamp the stick's position to let it move only inside its defined max range + _newTargetPosition = Vector2.ClampMagnitude(_newTargetPosition - _neutralPosition, MaxRange); + _newTargetPosition = _neutralPosition + _newTargetPosition; + _newTargetPosition.z = _initialZPosition; + + transform.position = _newTargetPosition; + } + + protected virtual void GoBackToInitialPosition() + { + if (!_draggedOnce) + { + return; + } + + if (Time.time - _dragEndedAt < DragResetDuration) + { + float time = Remap(Time.time - _dragEndedAt, 0f, DragResetDuration, 0f, 1f); + float value = WobbleCurve.Evaluate(time) * WobbleFactor; + _newTargetPosition = Vector3.LerpUnclamped(_neutralPosition, _dragEndedPosition, value); + _newTargetPosition.z = _initialZPosition; + } + else + { + _newTargetPosition = _neutralPosition; + _newTargetPosition.z = _initialZPosition; + } + transform.position = _newTargetPosition; + } + + public virtual void OnPointerEnter(PointerEventData data) + { + _pointerID = data.pointerId; + _pointerEventData = data; + _pointerOn = true; + } + + public virtual void OnPointerExit(PointerEventData data) + { + _eventPosition = _pointerEventData.position; + + _newTargetPosition = GetWorldPosition(_eventPosition); + _newTargetPosition = Vector2.ClampMagnitude(_newTargetPosition - _neutralPosition, MaxRange); + _newTargetPosition = _neutralPosition + _newTargetPosition; + _newTargetPosition.z = _initialZPosition; + + _dragging = false; + _dragEndedPosition = _newTargetPosition; + _dragEndedAt = Time.time; + _dragResetDirection = _dragEndedPosition - _neutralPosition; + _pointerOn = false; + + TargetAnimator.SetTrigger(_sparkAnimationParameter); + SpringAudioSource.Play(); + MMVibrationManager.AdvancedHapticPattern(AHAPFile.text, _wobbleAndroidPattern, _wobbleAndroidAmplitude, -1, + _wobbleAndroidPattern, _wobbleAndroidAmplitude, _wobbleAndroidAmplitude, -1, HapticTypes.LightImpact, + this); + } + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} + diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta new file mode 100644 index 0000000..0ac61ac --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df337f93430edac488b1ddbd824df4d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs new file mode 100644 index 0000000..b84069c --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class WobbleDemoManager : DemoManager + { + public Camera ButtonCamera; + public RectTransform ContentZone; + public WobbleButton WobbleButtonPrefab; + public Vector2 PrefabSize = new Vector2(200f, 200f); + public float Margin = 20f; + public float Padding = 20f; + + protected List Buttons; + protected Canvas _canvas; + protected Vector3 _position = Vector3.zero; + + protected virtual void Start() + { + _canvas = GetComponentInParent(); + + float horizontalF = (ContentZone.rect.width - 2 * Padding) / (PrefabSize.x + Margin); + float verticalF = (ContentZone.rect.height - 2 * Padding) / (PrefabSize.y + Margin); + int horizontal = Mathf.FloorToInt(horizontalF); + int vertical = Mathf.FloorToInt(verticalF); + + float centerH = (ContentZone.rect.width - (Padding * 2) - (horizontal * PrefabSize.x) - (horizontal-1)*Margin ) / 2f; + float centerV = (ContentZone.rect.height - (Padding * 2) - (vertical * PrefabSize.x) - (vertical - 1) * Margin) / 2f; + + Buttons = new List(); + + for (int i = 0; i < horizontal; i++) + { + for (int j = 0; j < vertical; j++) + { + _position.x = centerH + Padding + PrefabSize.x/2f + i * (PrefabSize.x + Margin); + _position.y = centerV + Padding + PrefabSize.y/2f + j * (PrefabSize.y + Margin); + _position.z = 0f; + + WobbleButton button = Instantiate(WobbleButtonPrefab); + button.transform.SetParent(ContentZone.transform); + Buttons.Add(button); + + RectTransform rectTransform = button.GetComponent(); + rectTransform.anchorMin = Vector2.zero; + rectTransform.anchorMax = Vector2.zero; + button.name = "WobbleButton" + i + j; + button.transform.localScale = Vector3.one; + + rectTransform.anchoredPosition3D = _position; + button.TargetCamera = ButtonCamera; + button.Initialization(); + + } + } + + int counter = 0; + foreach(WobbleButton wbutton in Buttons) + { + float newPitch = NiceVibrationsDemoHelpers.Remap(counter, 0f, Buttons.Count, 0.3f, 1f); + wbutton.SetPitch(newPitch); + counter++; + } + + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta new file mode 100644 index 0000000..b0adc3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b4855626e574f44ba43876941f82210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common.meta b/Assets/NiceVibrations/Demos/_Common.meta new file mode 100644 index 0000000..d74af85 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 434b4c715c61347e2b6e2b50ce804e98 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts.meta b/Assets/NiceVibrations/Demos/_Common/Scripts.meta new file mode 100644 index 0000000..4d90fa4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 628be55218ab14c089aee0360381b61f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs new file mode 100644 index 0000000..d45c4f7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class DemoManager : MonoBehaviour + { + [Header("Demo")] + public AudioSource DebugAudioTransient; + public AudioSource DebugAudioContinuous; + public MMUIShaker Logo; + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta new file mode 100644 index 0000000..50dda12 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d17be13a510eb8d4e9143fc087d48ac8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs new file mode 100644 index 0000000..f938450 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public static class NiceVibrationsDemoHelpers + { + public static float Round(float value, int digits) + { + float mult = Mathf.Pow(10.0f, (float)digits); + return Mathf.Round(value * mult) / mult; + } + + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } + +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta new file mode 100644 index 0000000..c0ceddb --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b4ed85a472548245acff2bf62a492b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs new file mode 100644 index 0000000..2d88a3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class SoundSwitch : MonoBehaviour + { + public V2DemoManager DemoManager; + + protected MMSwitch _switch; + + protected virtual void Awake() + { + _switch = this.gameObject.GetComponent(); + } + + protected virtual void OnEnable() + { + if (DemoManager.SoundActive) + { + _switch.CurrentSwitchState = MMSwitch.SwitchStates.On; + _switch.InitializeState(); + } + else + { + _switch.CurrentSwitchState = MMSwitch.SwitchStates.Off; + _switch.InitializeState(); + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta new file mode 100644 index 0000000..c5e95ed --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e91a9c36e72456e4db171843272d8a2b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta new file mode 100644 index 0000000..a661b17 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da475991e32834df29ca8295d932b5f6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs new file mode 100644 index 0000000..949b563 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs @@ -0,0 +1,96 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; +using System.Collections.Generic; +using UnityEngine.Events; + +namespace MoreMountains.NiceVibrations +{ + public class HapticCurve : MonoBehaviour + { + [Range(0f, 1f)] + public float Intensity = 1f; + [Range(0f, 1f)] + public float Sharpness = 0f; + public int PointsCount = 50; + public float AmplitudeFactor = 3; + public int Period = 4; + public RectTransform StartPoint; + public RectTransform EndPoint; + + [Header("Movement")] + public bool Move = false; + public float MovementSpeed = 1f; + + protected LineRenderer _targetLineRenderer; + protected List Points; + + protected Canvas _canvas; + protected Camera _camera; + + protected Vector3 _startPosition; + protected Vector3 _endPosition; + protected Vector3 _workPoint; + + protected virtual void Awake() + { + Initialization(); + } + + protected virtual void Initialization() + { + Points = new List(); + _canvas = this.gameObject.GetComponentInParent(); + _targetLineRenderer = this.gameObject.GetComponent(); + _camera = _canvas.worldCamera; + DrawCurve(); + } + + protected virtual void DrawCurve() + { + _startPosition = StartPoint.transform.position; + _startPosition.z -= 0.1f; + _endPosition = EndPoint.transform.position; + _endPosition.z -= 0.1f; + + Points.Clear(); + + for (int i = 0; i < PointsCount; i++) + { + float t = NiceVibrationsDemoHelpers.Remap(i, 0, PointsCount, 0f, 1f); + float sinValue = MMSignal.GetValue(t, MMSignal.SignalType.Sine, 1f, AmplitudeFactor, Period, 0f, false); + float triangleValue = MMSignal.GetValue(t, MMSignal.SignalType.Triangle, 1f, AmplitudeFactor, Period, 0f, false); + + if (Move) + { + sinValue = MMSignal.GetValue(t + Time.time * MovementSpeed, MMSignal.SignalType.Sine, 1f, AmplitudeFactor, Period, 0f, false); + triangleValue = MMSignal.GetValue(t + Time.time * MovementSpeed, MMSignal.SignalType.Triangle, 1f, AmplitudeFactor, Period, 0f, false); + } + + float finalValue = Mathf.Lerp(sinValue, triangleValue, Sharpness); + + + _workPoint.x = Mathf.Lerp(_startPosition.x, _endPosition.x, t); + _workPoint.y = finalValue * Intensity + _startPosition.y; + _workPoint.z = _startPosition.z; + Points.Add(_workPoint); + } + + _targetLineRenderer.positionCount = PointsCount ; + _targetLineRenderer.SetPositions(Points.ToArray()); + } + + protected virtual void Update() + { + UpdateCurve(Intensity, Sharpness); + } + + public virtual void UpdateCurve(float intensity, float sharpness) + { + Intensity = intensity; + Sharpness = sharpness; + DrawCurve(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta new file mode 100644 index 0000000..d8ab4b9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a81aea2b884ed3d4da5135acac404ba3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs new file mode 100644 index 0000000..6b9a598 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Text))] + /// + /// Add this class to a gameObject with a Text component and it'll feed it the number of FPS in real time. + /// + public class MMFPSCounter : MonoBehaviour + { + /// + /// The frequency at which the FPS counter should update (in seconds) + /// + public float UpdateInterval = 0.3f; + + protected float _framesAccumulated = 0f; + protected float _framesDrawnInTheInterval = 0f; + protected float _timeLeft ; + protected Text _text; + protected int _currentFPS; + + static string[] _stringsFrom00To300 = { + "00", "01", "02", "03", "04", "05", "06", "07", "08", "09", + "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", + "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", + "30", "31", "32", "33", "34", "35", "36", "37", "38", "39", + "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", + "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", + "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", + "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", + "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", + "90", "91", "92", "93", "94", "95", "96", "97", "98", "99", + "100", "101", "102", "103", "104", "105", "106", "107", "108", "109", + "110", "111", "112", "113", "114", "115", "116", "117", "118", "119", + "120", "121", "122", "123", "124", "125", "126", "127", "128", "129", + "130", "131", "132", "133", "134", "135", "136", "137", "138", "139", + "140", "141", "142", "143", "144", "145", "146", "147", "148", "149", + "150", "151", "152", "153", "154", "155", "156", "157", "158", "159", + "160", "161", "162", "163", "164", "165", "166", "167", "168", "169", + "170", "171", "172", "173", "174", "175", "176", "177", "178", "179", + "180", "181", "182", "183", "184", "185", "186", "187", "188", "189", + "190", "191", "192", "193", "194", "195", "196", "197", "198", "199", + "200", "201", "202", "203", "204", "205", "206", "207", "208", "209", + "210", "211", "212", "213", "214", "215", "216", "217", "218", "219", + "220", "221", "222", "223", "224", "225", "226", "227", "228", "229", + "230", "231", "232", "233", "234", "235", "236", "237", "238", "239", + "240", "241", "242", "243", "244", "245", "246", "247", "248", "249", + "250", "251", "252", "253", "254", "255", "256", "257", "258", "259", + "260", "261", "262", "263", "264", "265", "266", "267", "268", "269", + "270", "271", "272", "273", "274", "275", "276", "277", "278", "279", + "280", "281", "282", "283", "284", "285", "286", "287", "288", "289", + "290", "291", "292", "293", "294", "295", "296", "297", "298", "299", + "300" + }; + + /// + /// On Start(), we get the Text component and initialize our counter + /// + protected virtual void Start() + { + if(GetComponent()==null) + { + Debug.LogWarning ("FPSCounter requires a GUIText component."); + return; + } + _text = GetComponent(); + _timeLeft = UpdateInterval; + } + + /// + /// On Update, we increment our various counters, and if we've reached our UpdateInterval, we update our FPS counter + /// with the number of frames displayed since the last counter update + /// + protected virtual void Update() + { + _framesDrawnInTheInterval++; + _framesAccumulated = _framesAccumulated + Time.timeScale/Time.deltaTime; + _timeLeft = _timeLeft - Time.deltaTime; + + if( _timeLeft <= 0.0 ) + { + _currentFPS = (int)Mathf.Clamp (_framesAccumulated / _framesDrawnInTheInterval, 0, 300); + if (_currentFPS >=0 && _currentFPS <= 300) + { + _text.text = _stringsFrom00To300 [_currentFPS]; + } + _framesDrawnInTheInterval = 0; + _framesAccumulated = 0f; + _timeLeft = UpdateInterval; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta new file mode 100644 index 0000000..f1414b6 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a080b2252c3a59546a7462b0fb3ef79e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs new file mode 100644 index 0000000..c4a8429 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs @@ -0,0 +1,43 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + /// + /// Add this component to any object and it'll set the target frame rate and vsync count. Note that vsync count must be 0 for the target FPS to work. + /// + public class MMFPSUnlock : MonoBehaviour + { + /// the target FPS you want the game to run at + public int TargetFPS; + [Range(0,2)] + /// whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync) + public int VSyncCount = 0; + + /// + /// On start we change our target fps and vsync settings + /// + protected virtual void Start() + { + UpdateSettings(); + } + + /// + /// When a value gets changed in the editor, we update our settings + /// + protected virtual void OnValidate() + { + UpdateSettings(); + } + + /// + /// Updates the target frame rate value and vsync count setting + /// + protected virtual void UpdateSettings() + { + QualitySettings.vSyncCount = VSyncCount; + Application.targetFrameRate = TargetFPS; + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta new file mode 100644 index 0000000..f79bb4c --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ecb76331b2602f4ba888267530cbfce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs new file mode 100644 index 0000000..72b71e6 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Rect))] + public class MMKnob : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + + [Header("Bindings")] + public Camera TargetCamera; + + [Header("Settings")] + public float MinimumAngle = 45f; + public float MaximumAngle = -225f; + public float MaximumDistance = 50f; + public Color ActiveColor; + public Color InactiveColor; + + [Header("Output")] + public bool Dragging = false; + public float Value = 0f; + public bool Active = true; + + public Image _image; + protected PointerEventData _pointerEventData; + protected float _distance; + public RectTransform _rectTransform; + protected Vector3 _rotation = Vector3.zero; + protected Canvas _canvas; + protected Vector2 _workPosition; + + protected virtual void Awake() + { + _image = this.gameObject.GetComponent(); + _canvas = GetComponentInParent(); + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _rectTransform = this.GetComponent(); + SetRotation(MinimumAngle); + } + + protected virtual void Update() + { + if (!Active) + { + Dragging = false; + _image.color = InactiveColor; + return; + } + else + { + _image.color = ActiveColor; + } + + if (!Dragging) + { + return; + } + + Vector2 v1 = Vector2.down; + Vector2 v2 = this.transform.position - GetWorldPosition(_pointerEventData.position); + + float angle = Vector2.SignedAngle(v1, v2); + + angle = Mathf.Clamp(angle, -130f, 130f); + + _rotation.z = NiceVibrationsDemoHelpers.Remap(angle, -130f, 130f, MaximumAngle, MinimumAngle); + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + + Value = NiceVibrationsDemoHelpers.Remap(angle, -130f, 130f, 1f, 0f); + } + + protected virtual void SetRotation(float angle) + { + angle = Mathf.Clamp(angle, MaximumAngle, MinimumAngle); + _rotation.z = angle; + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + } + + public virtual void SetActive(bool status) + { + Active = status; + } + + public virtual void SetValue(float value) + { + SetRotation(MinimumAngle); + Value = value; + float angle = NiceVibrationsDemoHelpers.Remap(value, 0f, 1f, MinimumAngle, MaximumAngle); + + _rotation.z = angle; + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + } + + public void OnPointerDown(PointerEventData eventData) + { + _pointerEventData = eventData; + Dragging = true; + } + + public void OnPointerUp(PointerEventData eventData) + { + _pointerEventData = null; + Dragging = false; + } + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta new file mode 100644 index 0000000..f89de23 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 975863c8bb910594288081f50f6185aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs new file mode 100644 index 0000000..a437ff5 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs @@ -0,0 +1,352 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + /// + /// Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value. + /// See the HealthBar.cs script for a use case + /// + public class MMProgressBar : MonoBehaviour + { + /// the possible fill modes + public enum FillModes { LocalScale, FillAmount, Width, Height } + /// the possible directions for the fill (for local scale and fill amount only) + public enum BarDirections { LeftToRight, RightToLeft, UpToDown, DownToUp } + /// the possible timescales the bar can work on + public enum TimeScales { UnscaledTime, Time } + + [Header("General Settings")] + /// the local scale or fillamount value to reach when the bar is empty + public float StartValue = 0f; + /// the local scale or fillamount value to reach when the bar is full + public float EndValue = 1f; + /// the direction this bar moves to + public BarDirections BarDirection = BarDirections.LeftToRight; + /// the foreground bar's fill mode + public FillModes FillMode = FillModes.LocalScale; + /// defines whether the bar will work on scaled or unscaled time (whether or not it'll keep moving if time is slowed down for example) + public TimeScales TimeScale = TimeScales.UnscaledTime; + + [Header("Foreground Bar Settings")] + /// whether or not the foreground bar should lerp + public bool LerpForegroundBar = true; + /// the speed at which to lerp the foreground bar + public float LerpForegroundBarSpeed = 15f; + + [Header("Delayed Bar Settings")] + /// the delay before the delayed bar moves (in seconds) + public float Delay = 1f; + /// whether or not the delayed bar's animation should lerp + public bool LerpDelayedBar = true; + /// the speed at which to lerp the delayed bar + public float LerpDelayedBarSpeed = 15f; + + [Header("Bindings")] + /// optional - the ID of the player associated to this bar + public string PlayerID; + /// the delayed bar + public Transform DelayedBar; + /// the main, foreground bar + public Transform ForegroundBar; + + [Header("Bump")] + /// whether or not the bar should "bump" when changing value + public bool BumpScaleOnChange = true; + /// whether or not the bar should bump when its value increases + public bool BumpOnIncrease = false; + /// the duration of the bump animation + public float BumpDuration = 0.2f; + /// whether or not the bar should flash when bumping + public bool ChangeColorWhenBumping = true; + /// the color to apply to the bar when bumping + public Color BumpColor = Color.white; + /// the curve to map the bump animation on + public AnimationCurve BumpAnimationCurve = new AnimationCurve(new Keyframe(1, 1), new Keyframe(0.3f, 1.05f), new Keyframe(1, 1)); + /// the curve to map the bump animation color animation on + public AnimationCurve BumpColorAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)); + /// whether or not the bar is bumping right now + public bool Bumping { get; protected set; } + + [Header("Realtime")] + /// whether or not this progress bar should update itself every update (if not, you'll have to update it using the UpdateBar method + public bool AutoUpdating = false; + /// the current progress of the bar + [Range(0f, 1f)] + public float BarProgress; + + protected float _targetFill; + protected Vector3 _targetLocalScale = Vector3.one; + protected float _newPercent; + protected float _lastPercent; + protected float _lastUpdateTimestamp; + protected bool _bump = false; + protected Color _initialColor; + protected Vector3 _initialScale; + protected Vector3 _newScale; + protected Image _foregroundImage; + protected Image _delayedImage; + protected bool _initialized; + protected Vector2 _initialFrontBarSize; + + /// + /// On start we store our image component + /// + protected virtual void Start() + { + _initialScale = this.transform.localScale; + + if (ForegroundBar != null) + { + _foregroundImage = ForegroundBar.GetComponent(); + _initialFrontBarSize = _foregroundImage.rectTransform.sizeDelta; + } + if (DelayedBar != null) + { + _delayedImage = DelayedBar.GetComponent(); + } + _initialized = true; + } + + /// + /// On Update we update our bars + /// + protected virtual void Update() + { + AutoUpdate(); + UpdateFrontBar(); + UpdateDelayedBar(); + } + + protected virtual void AutoUpdate() + { + if (!AutoUpdating) + { + return; + } + + _newPercent = Remap(BarProgress, 0f, 1f, StartValue, EndValue); + _targetFill = _newPercent; + _lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + } + + /// + /// Updates the front bar's scale + /// + protected virtual void UpdateFrontBar() + { + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledTime; + + if (ForegroundBar != null) + { + switch (FillMode) + { + case FillModes.LocalScale: + _targetLocalScale = Vector3.one; + switch (BarDirection) + { + case BarDirections.LeftToRight: + _targetLocalScale.x = _targetFill; + break; + case BarDirections.RightToLeft: + _targetLocalScale.x = 1f - _targetFill; + break; + case BarDirections.DownToUp: + _targetLocalScale.y = _targetFill; + break; + case BarDirections.UpToDown: + _targetLocalScale.y = 1f - _targetFill; + break; + } + + if (LerpForegroundBar) + { + _newScale = Vector3.Lerp(ForegroundBar.localScale, _targetLocalScale, currentDeltaTime * LerpForegroundBarSpeed); + } + else + { + _newScale = _targetLocalScale; + } + + ForegroundBar.localScale = _newScale; + break; + + case FillModes.Width: + if (_foregroundImage == null) + { + return; + } + float newSizeX = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.x); + newSizeX = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeX, currentDeltaTime * LerpForegroundBarSpeed); + _foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, newSizeX); + break; + + case FillModes.Height: + if (_foregroundImage == null) + { + return; + } + float newSizeY = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.y); + newSizeY = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeY, currentDeltaTime * LerpForegroundBarSpeed); + _foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, newSizeY); + break; + + case FillModes.FillAmount: + if (_foregroundImage == null) + { + return; + } + if (LerpForegroundBar) + { + _foregroundImage.fillAmount = Mathf.Lerp(_foregroundImage.fillAmount, _targetFill, currentDeltaTime * LerpForegroundBarSpeed); + } + else + { + _foregroundImage.fillAmount = _targetFill; + } + break; + } + } + } + + /// + /// Updates the delayed bar's scale + /// + protected virtual void UpdateDelayedBar() + { + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime; + float currentTime = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + + if (DelayedBar != null) + { + if (currentTime - _lastUpdateTimestamp > Delay) + { + if (FillMode == FillModes.LocalScale) + { + _targetLocalScale = Vector3.one; + + switch (BarDirection) + { + case BarDirections.LeftToRight: + _targetLocalScale.x = _targetFill; + break; + case BarDirections.RightToLeft: + _targetLocalScale.x = 1f - _targetFill; + break; + case BarDirections.DownToUp: + _targetLocalScale.y = _targetFill; + break; + case BarDirections.UpToDown: + _targetLocalScale.y = 1f - _targetFill; + break; + } + + if (LerpDelayedBar) + { + _newScale = Vector3.Lerp(DelayedBar.localScale, _targetLocalScale, currentDeltaTime * LerpDelayedBarSpeed); + } + else + { + _newScale = _targetLocalScale; + } + DelayedBar.localScale = _newScale; + } + + if ((FillMode == FillModes.FillAmount) && (_delayedImage != null)) + { + if (LerpDelayedBar) + { + _delayedImage.fillAmount = Mathf.Lerp(_delayedImage.fillAmount, _targetFill, currentDeltaTime * LerpDelayedBarSpeed); + } + else + { + _delayedImage.fillAmount = _targetFill; + } + } + } + } + } + + /// + /// Updates the bar's values based on the specified parameters + /// + /// Current value. + /// Minimum value. + /// Max value. + public virtual void UpdateBar(float currentValue, float minValue, float maxValue) + { + _newPercent = Remap(currentValue, minValue, maxValue, StartValue, EndValue); + if ((_newPercent != BarProgress) && !Bumping) + { + Bump(); + } + BarProgress = _newPercent; + _targetFill = _newPercent; + _lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + _lastPercent = _newPercent; + } + + /// + /// Triggers a camera bump + /// + public virtual void Bump() + { + if (!BumpScaleOnChange || !_initialized) + { + return; + } + if (!BumpOnIncrease && (_lastPercent < _newPercent)) + { + return; + } + if (this.gameObject.activeInHierarchy) + { + StartCoroutine(BumpCoroutine()); + } + } + + /// + /// A coroutine that (usually quickly) changes the scale of the bar + /// + /// The coroutine. + protected virtual IEnumerator BumpCoroutine() + { + float journey = 0f; + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime; + + Bumping = true; + if (_foregroundImage != null) + { + _initialColor = _foregroundImage.color; + } + + while (journey <= BumpDuration) + { + journey = journey + currentDeltaTime; + float percent = Mathf.Clamp01(journey / BumpDuration); + float curvePercent = BumpAnimationCurve.Evaluate(percent); + float colorCurvePercent = BumpColorAnimationCurve.Evaluate(percent); + this.transform.localScale = curvePercent * _initialScale; + + if (ChangeColorWhenBumping && (_foregroundImage != null)) + { + _foregroundImage.color = Color.Lerp(_initialColor, BumpColor, colorCurvePercent); + } + + yield return null; + } + _foregroundImage.color = _initialColor; + Bumping = false; + yield return null; + + } + + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta new file mode 100644 index 0000000..02afe3b --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0d9a9c3b9b9947b4b9b6b42f381d6cc1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs new file mode 100644 index 0000000..e83d0df --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class lets you output the value corresponding to one of the basic signal types it contains. Useful to draw basic signal curves. + /// + public class MMSignal : MonoBehaviour + { + public enum SignalType + { + DigitalNoise, + Pulse, + Sawtooth, + Sine, + Square, + Triangle, + WhiteNoise + } + + /// + /// Returns the corresponding value based on the selected SignalType for a given time value + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static float GetValue(float time, SignalType signalType, float phase, float amplitude, float frequency, float offset, bool Invert = false) + { + float value = 0f; + float invert = Invert ? -1 : 1; + float t = frequency * time + phase; + + switch (signalType) + { + case SignalType.Sine: + value = (float)Mathf.Sin(2f * Mathf.PI * t); + break; + case SignalType.Square: + value = Mathf.Sign(Mathf.Sin(2f * Mathf.PI * t)); + break; + case SignalType.Triangle: + value = 1f - 4f * (float)Mathf.Abs(Mathf.Round(t - 0.25f) - (t - 0.25f)); + break; + case SignalType.Sawtooth: + value = 2f * (t - (float)Mathf.Floor(t + 0.5f)); + break; + case SignalType.Pulse: + value = (Mathf.Abs(Mathf.Sin(2 * Mathf.PI * t)) < 1.0 - 10E-3) ? (0) : (1); + break; + case SignalType.WhiteNoise: + value = 2f * Random.Range(0,int.MaxValue) / int.MaxValue - 1f; + break; + case SignalType.DigitalNoise: + value = Random.Range(0,2); + break; + } + + return (invert * amplitude * value + offset); + } + } +} + diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta new file mode 100644 index 0000000..267ac2b --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d76197e60487b7e46bf8b722dfde0a9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs new file mode 100644 index 0000000..0d38418 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class to add to an Image or SpriteRenderer to have it act like a button with a different sprite for on and off states + /// + public class MMSpriteReplace : MonoBehaviour + { + + [Header("Sprites")] + + /// the sprite to use when in the "on" state + public Sprite OnSprite; + /// the sprite to use when in the "off" state + public Sprite OffSprite; + + [Header("Start settings")] + /// if this is true, the button will start if "on" state + public bool StartsOn = true; + + /// the current state of the button + public bool CurrentValue { get { return (_image.sprite == OnSprite); } } + + protected Image _image; + protected SpriteRenderer _spriteRenderer; + protected MMTouchButton _mmTouchButton; + + /// + /// On Start we initialize our button + /// + protected virtual void Start() + { + Initialization (); + } + + /// + /// On init, we grab our image component, and set our sprite in its initial state + /// + protected virtual void Initialization() + { + // grabs components + _image = GetComponent (); + _spriteRenderer = GetComponent(); + + // grabs button + _mmTouchButton = GetComponent (); + if (_mmTouchButton != null) + { + _mmTouchButton.ReturnToInitialSpriteAutomatically = false; + } + + // handles start + if ((OnSprite == null) || (OffSprite == null)) + { + return; + } + + if (_image != null) + { + if (StartsOn) + { + _image.sprite = OnSprite; + } + else + { + _image.sprite = OffSprite; + } + } + + if (_spriteRenderer != null) + { + if (StartsOn) + { + _spriteRenderer.sprite = OnSprite; + } + else + { + _spriteRenderer.sprite = OffSprite; + } + } + } + + /// + /// A public method to change the sprite + /// + public virtual void Swap() + { + if (_image != null) + { + if (_image.sprite != OnSprite) + { + SwitchToOnSprite(); + } + else + { + SwitchToOffSprite(); + } + } + + if (_spriteRenderer != null) + { + if (_spriteRenderer.sprite != OnSprite) + { + SwitchToOnSprite(); + } + else + { + SwitchToOffSprite(); + } + } + } + + /// + /// a public method to switch to off sprite directly + /// + public virtual void SwitchToOffSprite() + { + if ((_image == null) && (_spriteRenderer == null)) + { + return; + } + if (OffSprite == null) + { + return; + } + + SpriteOff (); + } + + /// + /// sets the image's sprite to off + /// + protected virtual void SpriteOff() + { + if (_image != null) + { + _image.sprite = OffSprite; + } + if (_spriteRenderer != null) + { + _spriteRenderer.sprite = OffSprite; + } + } + + /// + /// a public method to switch to on sprite directly + /// + public virtual void SwitchToOnSprite() + { + if ((_image == null) && (_spriteRenderer == null)) + { + return; + } + if (OnSprite == null) + { + return; + } + + SpriteOn (); + } + + /// + /// sets the image's sprite to on + /// + protected virtual void SpriteOn() + { + + if (_image != null) + { + _image.sprite = OnSprite; + } + if (_spriteRenderer != null) + { + _spriteRenderer.sprite = OnSprite; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta new file mode 100644 index 0000000..954f62c --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 516e3ec07e472164f97fd51ce17b13b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs new file mode 100644 index 0000000..0dafb84 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs @@ -0,0 +1,120 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; +using System.Collections.Generic; +using UnityEngine.Events; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A component to handle switches + /// + public class MMSwitch : MMTouchButton + { + [Header("Switch")] + /// a SpriteReplace to represent the switch knob + public Image SwitchKnob; + /// the possible states of the switch + public enum SwitchStates { Off, On } + /// the current state of the switch + public SwitchStates CurrentSwitchState { get; set; } + + [Header("Knob")] + /// the state the switch should start in + public SwitchStates InitialState = SwitchStates.Off; + public Transform OffPosition; + public Transform OnPosition; + public AnimationCurve KnobMovementCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f); + public float KnobMovementDuration = 0.2f; + + [Header("Binding")] + /// the methods to call when the switch is turned on + public UnityEvent SwitchOn; + /// the methods to call when the switch is turned off + public UnityEvent SwitchOff; + + protected float _knobMovementStartedAt = -50f; + + /// + /// On init, we set our current switch state + /// + protected override void Initialization() + { + base.Initialization(); + CurrentSwitchState = InitialState; + InitializeState(); + } + + public virtual void InitializeState() + { + if (CurrentSwitchState == SwitchStates.Off) + { + if (_animator != null) + { + _animator.Play("RollLeft"); + } + SwitchKnob.transform.position = OffPosition.transform.position; + } + else + { + if (_animator != null) + { + _animator.Play("RollRight"); + } + SwitchKnob.transform.position = OnPosition.transform.position; + } + } + + protected override void Update() + { + base.Update(); + if (Time.time - _knobMovementStartedAt < KnobMovementDuration) + { + float time = Remap(Time.time - _knobMovementStartedAt, 0f, KnobMovementDuration, 0f, 1f); + float value = KnobMovementCurve.Evaluate(time); + + if (CurrentSwitchState == SwitchStates.Off) + { + SwitchKnob.transform.position = Vector3.Lerp(OnPosition.transform.position, OffPosition.transform.position, value); + } + else + { + SwitchKnob.transform.position = Vector3.Lerp(OffPosition.transform.position, OnPosition.transform.position, value); + } + } + } + + /// + /// Use this method to go from one state to the other + /// + public virtual void SwitchState() + { + _knobMovementStartedAt = Time.time; + if (CurrentSwitchState == SwitchStates.Off) + { + CurrentSwitchState = SwitchStates.On; + if (_animator != null) + { + _animator?.SetTrigger("Right"); + } + if (SwitchOn != null) + { + SwitchOn.Invoke(); + } + } + else + { + CurrentSwitchState = SwitchStates.Off; + if (_animator != null) + { + _animator?.SetTrigger("Left"); + } + if (SwitchOff != null) + { + SwitchOff.Invoke(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta new file mode 100644 index 0000000..c2ce460 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cdac5e74bb2234a4aa365592aa547afb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs new file mode 100644 index 0000000..08b60cd --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs @@ -0,0 +1,393 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Rect))] + [RequireComponent(typeof(CanvasGroup))] + /// + /// Add this component to a GUI Image to have it act as a button. + /// Bind pressed down, pressed continually and released actions to it from the inspector + /// Handles mouse and multi touch + /// + public class MMTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, ISubmitHandler + { + /// The different possible states for the button : + /// Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen) + /// ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing + public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp, Disabled } + [Header("Binding")] + /// The method(s) to call when the button gets pressed down + public UnityEvent ButtonPressedFirstTime; + /// The method(s) to call when the button gets released + public UnityEvent ButtonReleased; + /// The method(s) to call while the button is being pressed + public UnityEvent ButtonPressed; + + [Header("Sprite Swap")] + public Sprite DisabledSprite; + public Sprite PressedSprite; + public Sprite HighlightedSprite; + + [Header("Color Changes")] + public bool PressedChangeColor = false; + public Color PressedColor = Color.white; + public bool LerpColor = true; + public float LerpColorDuration = 0.2f; + public AnimationCurve LerpColorCurve; + + [Header("Opacity")] + /// the new opacity to apply to the canvas group when the button is pressed + public float PressedOpacity = 1f; + public float IdleOpacity = 1f; + public float DisabledOpacity = 1f; + + [Header("Delays")] + public float PressedFirstTimeDelay = 0f; + public float ReleasedDelay = 0f; + + [Header("Buffer")] + public float BufferDuration = 0f; + + [Header("Animation")] + public Animator Animator; + public string IdleAnimationParameterName = "Idle"; + public string DisabledAnimationParameterName = "Disabled"; + public string PressedAnimationParameterName = "Pressed"; + + [Header("Mouse Mode")] + /// If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input). + public bool MouseMode = false; + + public bool ReturnToInitialSpriteAutomatically { get; set; } + + /// the current state of the button (off, down, pressed or up) + public ButtonStates CurrentState { get; protected set; } + + protected bool _zonePressed = false; + protected CanvasGroup _canvasGroup; + protected float _initialOpacity; + protected Animator _animator; + protected Image _image; + protected Sprite _initialSprite; + protected Color _initialColor; + protected float _lastClickTimestamp = 0f; + protected Selectable _selectable; + protected float _lastStateChangeAt = -50f; + + protected Color _imageColor; + protected Color _fromColor; + protected Color _toColor; + + /// + /// On Start, we get our canvasgroup and set our initial alpha + /// + protected virtual void Awake() + { + Initialization (); + } + + protected virtual void Initialization() + { + ReturnToInitialSpriteAutomatically = true; + + _selectable = GetComponent (); + + _image = GetComponent (); + if (_image != null) + { + _initialColor = _image.color; + _initialSprite = _image.sprite; + } + + _animator = GetComponent (); + if (Animator != null) + { + _animator = Animator; + } + + _canvasGroup = GetComponent(); + if (_canvasGroup!=null) + { + _initialOpacity = IdleOpacity; + _canvasGroup.alpha = _initialOpacity; + _initialOpacity = _canvasGroup.alpha; + } + ResetButton(); + } + + /// + /// Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press + /// + protected virtual void Update() + { + switch (CurrentState) + { + case ButtonStates.Off: + SetOpacity (IdleOpacity); + if ((_image != null) && (ReturnToInitialSpriteAutomatically)) + { + _image.sprite = _initialSprite; + } + if (_selectable != null) + { + _selectable.interactable = true; + if (EventSystem.current.currentSelectedGameObject == this.gameObject) + { + if (HighlightedSprite != null) + { + _image.sprite = HighlightedSprite; + } + } + } + break; + + case ButtonStates.Disabled: + SetOpacity (DisabledOpacity); + if (_image != null) + { + if (DisabledSprite != null) + { + _image.sprite = DisabledSprite; + } + } + if (_selectable != null) + { + _selectable.interactable = false; + } + break; + + case ButtonStates.ButtonDown: + + break; + + case ButtonStates.ButtonPressed: + SetOpacity (PressedOpacity); + OnPointerPressed(); + if (_image != null) + { + if (PressedSprite != null) + { + _image.sprite = PressedSprite; + } + if (PressedChangeColor) + { + _image.color = PressedColor; + } + } + break; + + case ButtonStates.ButtonUp: + + break; + } + + if ((_image != null) && (PressedChangeColor)) + { + if (Time.time - _lastStateChangeAt < LerpColorDuration) + { + float t = LerpColorCurve.Evaluate(Remap(Time.time - _lastStateChangeAt, 0f, LerpColorDuration, 0f, 1f)); + _image.color = Color.Lerp(_fromColor, _toColor, t); + } + } + + UpdateAnimatorStates (); + } + + /// + /// At the end of every frame, we change our button's state if needed + /// + protected virtual void LateUpdate() + { + if (CurrentState == ButtonStates.ButtonUp) + { + _lastStateChangeAt = Time.time; + _fromColor = PressedColor; + _toColor = _initialColor; + CurrentState = ButtonStates.Off; + } + if (CurrentState == ButtonStates.ButtonDown) + { + _lastStateChangeAt = Time.time; + _fromColor = _initialColor; + _toColor = PressedColor; + CurrentState = ButtonStates.ButtonPressed; + } + } + + /// + /// Triggers the bound pointer down action + /// + public virtual void OnPointerDown(PointerEventData data) + { + if (Time.time - _lastClickTimestamp < BufferDuration) + { + return; + } + + if (CurrentState != ButtonStates.Off) + { + return; + } + CurrentState = ButtonStates.ButtonDown; + _lastClickTimestamp = Time.time; + if ((Time.timeScale != 0) && (PressedFirstTimeDelay > 0)) + { + Invoke ("InvokePressedFirstTime", PressedFirstTimeDelay); + } + else + { + ButtonPressedFirstTime.Invoke(); + } + } + + protected virtual void InvokePressedFirstTime() + { + if (ButtonPressedFirstTime!=null) + { + ButtonPressedFirstTime.Invoke(); + } + } + + /// + /// Triggers the bound pointer up action + /// + public virtual void OnPointerUp(PointerEventData data) + { + if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown) + { + return; + } + + CurrentState = ButtonStates.ButtonUp; + if ((Time.timeScale != 0) && (ReleasedDelay > 0)) + { + Invoke ("InvokeReleased", ReleasedDelay); + } + else + { + ButtonReleased.Invoke(); + } + } + + protected virtual void InvokeReleased() + { + if (ButtonReleased != null) + { + ButtonReleased.Invoke(); + } + } + + /// + /// Triggers the bound pointer pressed action + /// + public virtual void OnPointerPressed() + { + CurrentState = ButtonStates.ButtonPressed; + if (ButtonPressed != null) + { + ButtonPressed.Invoke(); + } + } + + /// + /// Resets the button's state and opacity + /// + protected virtual void ResetButton() + { + SetOpacity(_initialOpacity); + CurrentState = ButtonStates.Off; + } + + /// + /// Triggers the bound pointer enter action when touch enters zone + /// + public virtual void OnPointerEnter(PointerEventData data) + { + if (!MouseMode) + { + OnPointerDown (data); + } + } + + /// + /// Triggers the bound pointer exit action when touch is out of zone + /// + public virtual void OnPointerExit(PointerEventData data) + { + if (!MouseMode) + { + OnPointerUp(data); + } + } + /// + /// OnEnable, we reset our button state + /// + protected virtual void OnEnable() + { + ResetButton(); + } + + public virtual void DisableButton() + { + CurrentState = ButtonStates.Disabled; + } + + public virtual void EnableButton() + { + if (CurrentState == ButtonStates.Disabled) + { + CurrentState = ButtonStates.Off; + } + } + + protected virtual void SetOpacity(float newOpacity) + { + if (_canvasGroup!=null) + { + _canvasGroup.alpha = newOpacity; + } + } + + protected virtual void UpdateAnimatorStates () + { + if (_animator == null) + { + return; + } + if (DisabledAnimationParameterName != null) + { + _animator.SetBool (DisabledAnimationParameterName, (CurrentState == ButtonStates.Disabled)); + } + if (PressedAnimationParameterName != null) + { + _animator.SetBool (PressedAnimationParameterName, (CurrentState == ButtonStates.ButtonPressed)); + } + if (IdleAnimationParameterName != null) + { + _animator.SetBool (IdleAnimationParameterName, (CurrentState == ButtonStates.Off)); + } + } + + public virtual void OnSubmit(BaseEventData eventData) + { + if (ButtonPressedFirstTime!=null) + { + ButtonPressedFirstTime.Invoke(); + } + if (ButtonReleased!=null) + { + ButtonReleased.Invoke (); + } + } + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta new file mode 100644 index 0000000..0b49333 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 98d97271f03727a4f93fa3baff1ea05f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs new file mode 100644 index 0000000..794e1a7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + public class MMUIShaker : MonoBehaviour + { + public float Intensity; + public float Sharpness; + public bool Shaking = false; + + protected Vector3 _initialPosition; + protected Vector3 _shakePosition; + protected RectTransform _rectTransform; + + protected virtual void Start() + { + _rectTransform = this.gameObject.GetComponent(); + _initialPosition = _rectTransform.localPosition; + } + + public virtual IEnumerator Shake(float duration) + { + Shaking = true; + yield return new WaitForSeconds(duration); + Shaking = false; + } + + protected virtual void Update() + { + if (!Shaking) + { + _rectTransform.localPosition = _initialPosition; + return; + } + else + { + _shakePosition.x = Mathf.PerlinNoise(-(Time.time) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _shakePosition.y = Mathf.PerlinNoise(-(Time.time + 0.25f) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _shakePosition.z = Mathf.PerlinNoise(-(Time.time + 0.5f) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _rectTransform.localPosition = _initialPosition + _shakePosition; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta new file mode 100644 index 0000000..6730be0 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 109aed369f1d8af47948f3f6aafbdbdc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs new file mode 100644 index 0000000..28d06c8 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class Pagination : MonoBehaviour + { + public GameObject PaginationDotPrefab; + public Color ActiveColor; + public Color InactiveColor; + protected List _images; + + public virtual void InitializePagination(int numberOfPages) + { + _images = new List(); + for (int i = 0; i < numberOfPages; i++) + { + GameObject dotPrefab = Instantiate(PaginationDotPrefab); + dotPrefab.transform.SetParent(this.transform); + dotPrefab.name = "PaginationDot" + i; + _images.Add(dotPrefab.GetComponent()); + } + foreach(Image image in _images) + { + image.color = InactiveColor; + image.rectTransform.localScale = Vector3.one; + image.rectTransform.localPosition = Vector3.zero; + image.SetNativeSize(); + } + } + + public virtual void SetCurrentPage(int numberOfPages, int currentPage) + { + for (int i = 0; i < numberOfPages; i++) + { + if (i == currentPage) + { + _images[i].color = ActiveColor; + } + else + { + _images[i].color = InactiveColor; + } + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta new file mode 100644 index 0000000..e872158 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7719238c9686c2645a6b5a89cba3de35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs new file mode 100644 index 0000000..4bd45e4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs @@ -0,0 +1,163 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class V2DemoManager : MonoBehaviour + { + public List Pages; + public int CurrentPage = 0; + public float PageTransitionDuration = 1f; + public AnimationCurve TransitionCurve; + public Color ActiveColor; + public Color InactiveColor; + public bool SoundActive = true; + + protected Vector3 _position; + protected List _paginations; + protected Coroutine _transitionCoroutine; + + + protected virtual void Start() + { + Initialization(); + } + + protected virtual void Initialization() + { + Application.targetFrameRate = 60; + _paginations = new List(); + foreach (RectTransform page in Pages) + { + _paginations.Add(page.GetComponentInChildren()); + page.gameObject.SetActive(false); + } + foreach(Pagination pagination in _paginations) + { + pagination.InitializePagination(Pages.Count); + pagination.ActiveColor = ActiveColor; + pagination.InactiveColor = InactiveColor; + pagination.SetCurrentPage(Pages.Count, 0); + } + Pages[0].gameObject.SetActive(true); + if (SoundActive) + { + AudioListener.volume = 1f; + SoundActive = true; + } + else + { + AudioListener.volume = 0f; + SoundActive = false; + } + + // uncomment this to add debug logs + // MMVibrationManager.SetDebugMode(true); + } + + public virtual void PreviousPage() + { + if (CurrentPage > 0) + { + CurrentPage--; + Transition(CurrentPage + 1, CurrentPage, false); + SetCurrentPage(); + } + } + + public virtual void NextPage() + { + if (CurrentPage < Pages.Count-1) + { + CurrentPage++; + Transition(CurrentPage - 1, CurrentPage, true); + SetCurrentPage(); + } + } + + protected virtual void SetCurrentPage() + { + foreach (Pagination pagination in _paginations) + { + pagination.SetCurrentPage(Pages.Count, CurrentPage); + } + } + + protected virtual void Transition(int previous, int next, bool goingRight) + { + MMVibrationManager.StopAllHaptics(true); + + if (_transitionCoroutine != null) + { + StopCoroutine(_transitionCoroutine); + } + _transitionCoroutine = StartCoroutine(TransitionCoroutine(previous, next, goingRight)); + } + + protected virtual IEnumerator TransitionCoroutine(int previous, int next, bool goingRight) + { + _position.y = Pages[previous].localPosition.y; + _position.z = Pages[previous].localPosition.z; + + foreach (RectTransform page in Pages) + { + _position.x = 1200f; + page.localPosition = _position; + } + + Pages[next].gameObject.SetActive(true); + + float timeSpent = 0f; + while (timeSpent < PageTransitionDuration) + { + if (goingRight) + { + _position.x = Mathf.Lerp(0f, -1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[previous].localPosition = _position; + _position.x = Mathf.Lerp(1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[next].localPosition = _position; + } + else + { + _position.x = Mathf.Lerp(0f, 1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[previous].localPosition = _position; + _position.x = Mathf.Lerp(-1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[next].localPosition = _position; + } + + timeSpent += Time.deltaTime; + yield return null; + } + + Pages[previous].gameObject.SetActive(false); + } + + public virtual void TurnHapticsOn() + { + MMVibrationManager.SetHapticsActive(true); + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + } + + public virtual void TurnHapticsOff() + { + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + MMVibrationManager.SetHapticsActive(false); + } + + public virtual void TurnSoundsOn() + { + AudioListener.volume = 1f; + SoundActive = true; + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + } + + public virtual void TurnSoundsOff() + { + AudioListener.volume = 0f; + SoundActive = false; + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta new file mode 100644 index 0000000..88d35ad --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 10365fb504697425a880c74cc63902ec +timeCreated: 1515035236 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs new file mode 100644 index 0000000..94076d2 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Text))] + public class VersionNumber : MonoBehaviour + { + public string Version = "v3.3"; + + protected Text _text; + + protected virtual void Awake() + { + _text = this.gameObject.GetComponent(); + } + + protected virtual void Start() + { + _text.text = Version; + + if (MMVibrationManager.iOS()) + { + _text.text += " iOS " + MMVibrationManager.iOSVersion.ToString(); + } + + if (MMVibrationManager.Android()) + { + _text.text += " Android " + MMNVAndroid.AndroidSDKVersion().ToString(); + } + } + + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta new file mode 100644 index 0000000..b281bde --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta new file mode 100644 index 0000000..7f8a949 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7f8635ba1ad954f5e9a6ace4895e1dbd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs new file mode 100644 index 0000000..5f34fbb --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs @@ -0,0 +1,144 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class NiceVibrationsDemoManager : MonoBehaviour + { + /// a text object in the demo scene in which debug information will be displayed + public Text DebugTextBox; + + protected string _debugString; + protected string _platformString; + protected const string _CURRENTVERSION = "1.7"; + + /// + /// On Awake, we initialize our iOS haptics. + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void Awake() + { + MMNViOS.iOSInitializeHaptics(); + } + + /// + /// On Start, we display our debug information + /// + protected virtual void Start() + { + DisplayInformation(); + } + + /// + /// Displays the debug information (API version on Android, iOS sdk version, and error message otherwise) + /// + protected virtual void DisplayInformation() + { + if (MMVibrationManager.Android()) + { + _platformString = "API version " + MMNVAndroid.AndroidSDKVersion().ToString(); + } + else if (MMVibrationManager.iOS()) + { + _platformString = "iOS " + MMNViOS.iOSSDKVersion(); + } + else + { + _platformString = Application.platform + ", not supported by Nice Vibrations for now."; + } + + DebugTextBox.text = "Platform : " + _platformString + "\n Nice Vibrations v" + _CURRENTVERSION; + } + + /// + /// On Disable, we release our iOS haptics (to save memory and avoid garbage). + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void OnDisable() + { + MMNViOS.iOSReleaseHaptics(); + } + + /// + /// The following methods are bound (via the inspector) to buttons in the demo scene, and will call the corresponding vibration methods + /// + + /// + /// Triggers the default Unity vibration, without any control over duration, pattern or amplitude + /// + public virtual void TriggerDefault() + { +#if UNITY_IOS || UNITY_ANDROID + Handheld.Vibrate (); +#endif + } + + /// + /// Triggers the default Vibrate method, which will result in a medium vibration on Android and a medium impact on iOS + /// + public virtual void TriggerVibrate() + { + MMVibrationManager.Vibrate(); + } + + /// + /// Triggers the selection haptic feedback, a light vibration on Android, and a light impact on iOS + /// + public virtual void TriggerSelection() + { + MMVibrationManager.Haptic(HapticTypes.Selection); + } + + /// + /// Triggers the success haptic feedback, a light then heavy vibration on Android, and a success impact on iOS + /// + public virtual void TriggerSuccess() + { + MMVibrationManager.Haptic(HapticTypes.Success); + } + + /// + /// Triggers the warning haptic feedback, a heavy then medium vibration on Android, and a warning impact on iOS + /// + public virtual void TriggerWarning() + { + MMVibrationManager.Haptic(HapticTypes.Warning); + } + + /// + /// Triggers the failure haptic feedback, a medium / heavy / heavy / light vibration pattern on Android, and a failure impact on iOS + /// + public virtual void TriggerFailure() + { + MMVibrationManager.Haptic(HapticTypes.Failure); + } + + /// + /// Triggers a light impact on iOS and a short and light vibration on Android. + /// + public virtual void TriggerLightImpact() + { + MMVibrationManager.Haptic(HapticTypes.LightImpact); + } + + /// + /// Triggers a medium impact on iOS and a medium and regular vibration on Android. + /// + public virtual void TriggerMediumImpact() + { + MMVibrationManager.Haptic(HapticTypes.MediumImpact); + } + + /// + /// Triggers a heavy impact on iOS and a long and heavy vibration on Android. + /// + public virtual void TriggerHeavyImpact() + { + MMVibrationManager.Haptic(HapticTypes.HeavyImpact); + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs.meta new file mode 100644 index 0000000..590db13 --- /dev/null +++ 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All rights reserved. +// + +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +[DisallowMultipleComponent] + +public class Outline : MonoBehaviour { + private static HashSet registeredMeshes = new HashSet(); + + public enum Mode { + OutlineAll, + OutlineVisible, + OutlineHidden, + OutlineAndSilhouette, + SilhouetteOnly + } + + public Mode OutlineMode { + get { return outlineMode; } + set { + outlineMode = value; + needsUpdate = true; + } + } + + public Color OutlineColor { + get { return outlineColor; } + set { + outlineColor = value; + needsUpdate = true; + } + } + + public float OutlineWidth { + get { return outlineWidth; } + set { + outlineWidth = value; + needsUpdate = true; + } + } + + [Serializable] + private class ListVector3 { + public List data; + } + + [SerializeField] + private Mode outlineMode; + + [SerializeField] + private Color outlineColor = Color.white; + + [SerializeField, Range(0f, 10f)] + private float outlineWidth = 2f; + + [Header("Optional")] + + [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. " + + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")] + private bool precomputeOutline; + + [SerializeField, HideInInspector] + private List bakeKeys = new List(); + + [SerializeField, HideInInspector] + private List bakeValues = new List(); + + private Renderer[] renderers; + private Material outlineMaskMaterial; + private Material outlineFillMaterial; + + private bool needsUpdate; + + void Awake() { + + // Cache renderers + renderers = GetComponentsInChildren(); + + // Instantiate outline materials + outlineMaskMaterial = Instantiate(Resources.Load(@"Materials/OutlineMask")); + outlineFillMaterial = Instantiate(Resources.Load(@"Materials/OutlineFill")); + + outlineMaskMaterial.name = "OutlineMask (Instance)"; + outlineFillMaterial.name = "OutlineFill (Instance)"; + + // Retrieve or generate smooth normals + LoadSmoothNormals(); + + // Apply material properties immediately + needsUpdate = true; + } + + void OnEnable() { + foreach (var renderer in renderers) { + + // Append outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Add(outlineMaskMaterial); + materials.Add(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnValidate() { + + // Update material properties + needsUpdate = true; + + // Clear cache when baking is disabled or corrupted + if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) { + bakeKeys.Clear(); + bakeValues.Clear(); + } + + // Generate smooth normals when baking is enabled + if (precomputeOutline && bakeKeys.Count == 0) { + Bake(); + } + } + + void Update() { + if (needsUpdate) { + needsUpdate = false; + + UpdateMaterialProperties(); + } + } + + void OnDisable() { + foreach (var renderer in renderers) { + + // Remove outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Remove(outlineMaskMaterial); + materials.Remove(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnDestroy() { + + // Destroy material instances + Destroy(outlineMaskMaterial); + Destroy(outlineFillMaterial); + } + + void Bake() { + + // Generate smooth normals for each mesh + var bakedMeshes = new HashSet(); + + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip duplicates + if (!bakedMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Serialize smooth normals + var smoothNormals = SmoothNormals(meshFilter.sharedMesh); + + bakeKeys.Add(meshFilter.sharedMesh); + bakeValues.Add(new ListVector3() { data = smoothNormals }); + } + } + + void LoadSmoothNormals() { + + // Retrieve or generate smooth normals + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip if smooth normals have already been adopted + if (!registeredMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Retrieve or generate smooth normals + var index = bakeKeys.IndexOf(meshFilter.sharedMesh); + var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh); + + // Store smooth normals in UV3 + meshFilter.sharedMesh.SetUVs(3, smoothNormals); + } + + // Clear UV3 on skinned mesh renderers + foreach (var skinnedMeshRenderer in GetComponentsInChildren()) { + if (registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) { + skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount]; + } + } + } + + List SmoothNormals(Mesh mesh) { + + // Group vertices by location + var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair(vertex, index)).GroupBy(pair => pair.Key); + + // Copy normals to a new list + var smoothNormals = new List(mesh.normals); + + // Average normals for grouped vertices + foreach (var group in groups) { + + // Skip single vertices + if (group.Count() == 1) { + continue; + } + + // Calculate the average normal + var smoothNormal = Vector3.zero; + + foreach (var pair in group) { + smoothNormal += mesh.normals[pair.Value]; + } + + smoothNormal.Normalize(); + + // Assign smooth normal to each vertex + foreach (var pair in group) { + smoothNormals[pair.Value] = smoothNormal; + } + } + + return smoothNormals; + } + + void UpdateMaterialProperties() { + + // Apply properties according to mode + outlineFillMaterial.SetColor("_OutlineColor", outlineColor); + + switch (outlineMode) { + case Mode.OutlineAll: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.OutlineVisible: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.OutlineHidden: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.OutlineAndSilhouette: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.SilhouetteOnly: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater); + outlineFillMaterial.SetFloat("_OutlineWidth", 0); + break; + } + } +} diff --git a/Assets/QuickOutline/Scripts/Outline.cs.meta b/Assets/QuickOutline/Scripts/Outline.cs.meta new file mode 100644 index 0000000..ffa272d --- /dev/null +++ b/Assets/QuickOutline/Scripts/Outline.cs.meta @@ -0,0 +1,13 @@ 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and b/Assets/Scripts/.DS_Store differ diff --git a/Assets/Scripts/FireBase.meta b/Assets/Scripts/FireBase.meta new file mode 100644 index 0000000..0032141 --- /dev/null +++ b/Assets/Scripts/FireBase.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9a38589d7b6c34ffcb61058836294df3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireBase/FireBaseManager.cs b/Assets/Scripts/FireBase/FireBaseManager.cs new file mode 100644 index 0000000..e71a777 --- /dev/null +++ b/Assets/Scripts/FireBase/FireBaseManager.cs @@ -0,0 +1,164 @@ +//using System; +//using System.Collections.Generic; +//using System.Linq; +//using Firebase.Extensions; +//using Firebase.Firestore; +//using UnityEngine; +//using UnityEngine.SceneManagement; + +///********************************************************************************************** +// * ScriptName: FireBaseManager +// * Purpose: This script is used for Record the User prefab's positions, rotations, +// * the GripPoint prefab's rotation, and the head prefab's rotation data for TrajectoryReplay function. +// * Request: +// * 1. Create the empty object in Hierarchy named "Firebase manager," and attatch this script, +// * this is for standardize. +// * 2. If you want the replay to become smooth, increase the value of SamplingRateHz in Hierarchy +// * +// * 3. In order to use firebase function, import firebase_unity_skd/dotnet4/FirebaseFirestore.unitypackage +// * Developer: MRCane team +// * Last changed time: Wed July 27th 2022 +// **********************************************************************************************/ + + + +//public class FireBaseManager : MonoBehaviour +//{ +// //---------------- General Variable ----------------// +// float timer; // Save the local time value, when positions and rotations' data have been collected. +// int key; // Data ID in firebase database +// string date; // Save local date value +// string UserName = "Temporary"; +// Vector3 lastpos; // keep the value of user's last position +// Quaternion lastrot; // keep the value of user's last rotation +// public int SamplingRateHz = 20; // +// Dictionary trajectoryData; // +// GameObject User; // +// GameObject GripPoint; // Three Gameobject that need to be tracked +// GameObject Head; // +// //---------------- Firebase Component ----------------// +// FirebaseFirestore db; + + +// // Start is called before the first frame update +// void Start() +// { +// //---------------- Add reference ----------------// +// trajectoryData = new Dictionary(); +// User = GameObject.Find("User"); +// GripPoint = GameObject.Find("User/GripPoint"); +// Head = GameObject.Find("User/Head"); +// db = FirebaseFirestore.DefaultInstance; + +// //---------------- Initialize variable ----------------// +// date = System.DateTime.Now.ToString("yyyy_MM_dd-H:mm:ss"); //For DocumentID +// key = 0; //For data ID +// timer = 0f; +// Debug.Log("SamplingRateHz: " + SamplingRateHz); +// InvokeRepeating("logTrajectory", 1f, 1f / SamplingRateHz); + +// db = FirebaseFirestore.DefaultInstance; + +// SceneManager.sceneUnloaded += uploadDataOnLeftScene; + +// InvokeRepeating("UploadRecordedTrajectory", 15f, 120f); +// } + +// // Update is called once per frame +// void Update() +// { +// timer += Time.deltaTime; +// } + +// public void setUserName(string UserName) +// { +// if (UserName == "") +// this.UserName = "Temporary"; +// else +// this.UserName = UserName; +// } + + +// /// +// /// Save all user's positions, rotations, GripPoint's rotations, and head's rotations to the array. +// /// Once the current scene is destroyed(left or quit the application) the array will upload to the Firebase +// /// +// void logTrajectory() +// { +// if (User.transform.position == lastpos && User.transform.rotation == lastrot) +// return; + +// string logLine = System.Math.Round(timer, 2) + ", " + +// System.Math.Round(User.transform.position.x, 3) + ", " + +// System.Math.Round(User.transform.position.y, 3) + ", " + +// System.Math.Round(User.transform.position.z, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.z, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.z, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.z, 3); +// trajectoryData.Add(key.ToString("000000000"), logLine); +// key++; +// lastpos = User.transform.position; +// lastrot = GripPoint.transform.rotation; +// Debug.Log("Userposition: " + User.transform.position); +// Debug.Log("Userrotation: " + User.transform.rotation); +// Debug.Log("Record! logTrajectory"); +// Debug.Log("trajectoryData1: " + trajectoryData.Count); +// } + +// /// +// /// upload data to the Firestore database. +// /// Notice: The speed of uploading data to the Firestore database has limits, one request per second. +// /// If Deal with large data, better save them into data structures and upload together + +// /// +// /// +// /// +// /// +// public void uploadData(Dictionary data, string collection, string doc) +// { +// DocumentReference docRef = db.Collection(collection).Document(doc); + +// docRef.SetAsync(data).ContinueWithOnMainThread(task => +// { +// Debug.Log("Added trajectory data to the document in the collection."); +// }); +// } + +// /// +// /// If the application is quit, upload all the data saved on the array to the Firestore database. +// /// +// private void OnApplicationQuit() +// { +// UploadRecordedTrajectory(); +// } + +// /// +// /// Upload data +// /// +// public void UploadRecordedTrajectory() +// { +// Scene scene = SceneManager.GetActiveScene(); +// if (scene.name == "FormalExperiment" || scene.name == "ScavengerHunt") +// { +// uploadData(trajectoryData, "DataRecording", UserName + "-" + scene.name + "-" + date); +// string DocumentID = UserName + "-" + date; +// Debug.Log(DocumentID); +// } +// } + +// /// +// /// If users leave the current scene, upload all the data saved on the array to the Firestore database. +// /// +// void uploadDataOnLeftScene(Scene scene) +// { +// UploadRecordedTrajectory(); +// Debug.Log("trajectoryData2: " + trajectoryData.Count); +// } + +//} diff --git a/Assets/Scripts/FireBase/FireBaseManager.cs.meta b/Assets/Scripts/FireBase/FireBaseManager.cs.meta new file mode 100644 index 0000000..7406910 --- /dev/null +++ b/Assets/Scripts/FireBase/FireBaseManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 189f23b621b614485b156b2051c3223a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireBase/TrajectoryReplay.cs b/Assets/Scripts/FireBase/TrajectoryReplay.cs new file mode 100644 index 0000000..d0ed1b5 --- /dev/null +++ b/Assets/Scripts/FireBase/TrajectoryReplay.cs @@ -0,0 +1,191 @@ +//using System.Collections; +//using System.Collections.Generic; +//using UnityEngine; +//using Firebase.Firestore; +//using System.Threading.Tasks; +//using System.Linq; +//using System.Threading; + +///********************************************************************************************** +// * ScriptName: TrajectoryReplay +// * Purpose: This script is used for replaying the scene activities based on the data saved in the firebase database. +// * Request: +// * 1. Change the value of Document ID in Hierarchy, the value should be same as Document ID in the firebase database +// * Developer: MRCane team +// * Last changed time: Wed July 27th 2022 +// **********************************************************************************************/ + + +//public class TrajectoryReplay : MonoBehaviour +//{ + +// //---------------- General Variable ----------------// +// [SerializeField] +// string documentId; +// float time; // keep the local time, in order to compare with the time saved in +// bool startTimer; // The flag for time counter start +// GameObject User; // +// GameObject GripPoint; // Three Gameobject that need to be tracked +// GameObject Head; // +// protected string collectionPath = "DataRecording"; //name of the collection container that documents get stored into +// bool operationInProgress; + +// //---------------- Firebase Component ----------------// +// FirebaseFirestore db; + +// //---------------- Thread related Component ----------------// +// Task previousTask; +// CancellationTokenSource cancellationTokenSource; + + +// /// +// /// Get CollectionID +// /// +// /// +// private CollectionReference GetCollectionReference() +// { +// return db.Collection(collectionPath); +// } + +// /// +// /// Get DocumentID +// /// +// /// +// private DocumentReference GetDocumentReference() +// { +// return GetCollectionReference().Document(documentId); +// } + +// private void Start() +// { +// //---------------- Add reference ----------------// +// db = FirebaseFirestore.DefaultInstance; +// Head = GameObject.Find("User/Head"); +// User = GameObject.Find("User"); +// GripPoint = GameObject.Find("User/GripPoint"); +// cancellationTokenSource = new CancellationTokenSource(); +// time = 0f; +// startTimer = false; + +// //---------------- Start Replay Function ----------------// +// StartCoroutine(ReadDoc(GetDocumentReference())); +// } + +// private void Update() +// { +// if (startTimer) +// { +// time += Time.deltaTime; +// } +// } + +// /// +// /// Get all the data from firestore database and save in the array, then change positions and rotations one by one. +// /// +// /// +// /// +// protected IEnumerator ReadDoc(DocumentReference doc) +// { +// Task getTask = doc.GetSnapshotAsync(); + +// yield return new WaitForTaskCompletion(this, getTask); + +// if (!(getTask.IsFaulted || getTask.IsCanceled)) +// { +// // Gets a snapshot of the Firestore database at the time this is called (start) + +// DocumentSnapshot snap = getTask.Result; + +// // converts snapshot to dictionary of + +// IDictionary resultData = snap.ToDictionary(); + +// // converts dictionary to dictionary + +// Dictionary dString = resultData.ToDictionary(k => k.Key, k => k.Value.ToString()); + +// SortedDictionary SortedDic = new SortedDictionary(dString); + +// yield return new WaitForSeconds(3); + +// if (!startTimer) +// startTimer = true; + +// Debug.Log("Data read from Firebase"); + + + + +// foreach (KeyValuePair pair in SortedDic) +// { +// if (pair.Key != "-1: Placed Map Transform") +// { +// string[] sAr = pair.Value.Split(','); +// Vector3 nextpos = new Vector3( +// float.Parse(sAr[1]), +// float.Parse(sAr[2]), +// float.Parse(sAr[3])); +// yield return new WaitUntil(() => time >= float.Parse(sAr[0])); + +// Debug.Log("time: " + float.Parse(sAr[0])); + +// User.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[4]), +// float.Parse(sAr[5]), +// float.Parse(sAr[6])); + +// GripPoint.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[7]), +// float.Parse(sAr[8]), +// float.Parse(sAr[9])); + +// Head.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[10]), +// float.Parse(sAr[11]), +// float.Parse(sAr[12])); + +// User.transform.position = nextpos; +// } +// } +// } +// } + +// /// +// /// implement custom yield instructions to suspend coroutine execution until an event happens +// /// +// class WaitForTaskCompletion : CustomYieldInstruction +// { +// Task task; +// TrajectoryReplay dbReader; +// protected CancellationTokenSource cancellationTokenSource = new CancellationTokenSource(); + +// // Create an enumerator that waits for the specified task to complete. +// public WaitForTaskCompletion(TrajectoryReplay dbReader, Task task) +// { +// dbReader.previousTask = task; +// dbReader.operationInProgress = true; +// this.dbReader = dbReader; +// this.task = task; +// } + +// // Wait for the task to complete. +// public override bool keepWaiting +// { +// get +// { +// if (task.IsCompleted) +// { +// dbReader.operationInProgress = false; +// dbReader.cancellationTokenSource = new CancellationTokenSource(); +// if (task.IsFaulted) +// { +// string s = task.Exception.ToString(); +// Debug.Log(s); +// } +// return false; +// } +// return true; +// } +// } +// } +//} diff --git a/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta b/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta new file mode 100644 index 0000000..1258de5 --- /dev/null +++ b/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58ffb5852dfca485b911d1c560f3ffa4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General.meta b/Assets/Scripts/General.meta new file mode 100644 index 0000000..5cb73c3 --- /dev/null +++ b/Assets/Scripts/General.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 43c4efa6fab67438aa57335c6b593344 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/LoadedMapBanner.cs b/Assets/Scripts/General/LoadedMapBanner.cs new file mode 100644 index 0000000..1b39558 --- /dev/null +++ b/Assets/Scripts/General/LoadedMapBanner.cs @@ -0,0 +1,77 @@ +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class LoadedMapBanner : MonoBehaviour +{ + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] TextMeshProUGUI bannerText; + [SerializeField] string emptyLabel = "Untitled Map"; + [SerializeField] string prefix = "Loaded: "; + [SerializeField] float refreshInterval = 0.25f; + + [Header("Rename In-Scene")] + [SerializeField] GameObject editButton; + [SerializeField] GameObject renameRow; + [SerializeField] TMP_InputField renameInput; + [SerializeField] Button confirmButton; + + float timer; + string lastShown = null; + + void Start() + { + if (confirmButton != null) + confirmButton.onClick.AddListener(ConfirmRename); + SetEditMode(false); + } + + void Update() + { + timer += Time.unscaledDeltaTime; + if (timer < refreshInterval) return; + timer = 0f; + + string name = firebaseHandler.CurrentMapName; + string display = string.IsNullOrEmpty(name) ? emptyLabel : prefix + name; + if (display == lastShown) return; + + bannerText.text = display; + lastShown = display; + } + + public void BeginRename() + { + if (firebaseHandler.CurrentSlot == 0) + { + bannerText.text = "Load a map first"; + lastShown = null; + return; + } + renameInput.text = firebaseHandler.CurrentMapName; + SetEditMode(true); + renameInput.Select(); + renameInput.ActivateInputField(); + } + + public void ConfirmRename() + { + string newName = renameInput.text.Trim(); + if (!string.IsNullOrEmpty(newName)) + firebaseHandler.RenameCurrentMap(newName); + SetEditMode(false); + lastShown = null; + } + + public void CancelRename() + { + SetEditMode(false); + } + + private void SetEditMode(bool editing) + { + if (bannerText != null) bannerText.gameObject.SetActive(!editing); + if (editButton != null) editButton.SetActive(!editing); + if (renameRow != null) renameRow.SetActive(editing); + } +} diff --git a/Assets/Scripts/General/LoadedMapBanner.cs.meta b/Assets/Scripts/General/LoadedMapBanner.cs.meta new file mode 100644 index 0000000..3bcf646 --- /dev/null +++ b/Assets/Scripts/General/LoadedMapBanner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b629e67943f1b412eafd39314d99ac6f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/ObjectCountHUD.cs b/Assets/Scripts/General/ObjectCountHUD.cs new file mode 100644 index 0000000..c8d0aaf --- /dev/null +++ b/Assets/Scripts/General/ObjectCountHUD.cs @@ -0,0 +1,20 @@ +using TMPro; +using UnityEngine; + +public class ObjectCountHUD : MonoBehaviour +{ + [SerializeField] TextMeshProUGUI countText; + [SerializeField] float refreshInterval = 0.25f; + + float timer; + + void Update() + { + timer += Time.unscaledDeltaTime; + if (timer < refreshInterval) return; + timer = 0f; + + int count = FindObjectsOfType().Length - 1; // Subtract 1 to exclude the object being placed + countText.text = "Objects: " + count; + } +} diff --git a/Assets/Scripts/General/ObjectCountHUD.cs.meta b/Assets/Scripts/General/ObjectCountHUD.cs.meta new file mode 100644 index 0000000..b44c120 --- /dev/null +++ b/Assets/Scripts/General/ObjectCountHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22e1e386cae66407180cc64c4fb8d377 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/SceneInitialGuide.cs b/Assets/Scripts/General/SceneInitialGuide.cs new file mode 100644 index 0000000..85dffc3 --- /dev/null +++ b/Assets/Scripts/General/SceneInitialGuide.cs @@ -0,0 +1,140 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; +using System.Threading.Tasks; + + +public class SceneInitialGuide : MonoBehaviour +{ + bool isRunning = false; // bool variable indicates whether a the "Scene Initial Guide" is running or not + + public bool hasInitialInstruction = false; // variable signify whether this scene has initial instruction session or not + public bool hasInitialNavigation = false; // bool variable indicates whether we have an initial navigation session. We will place it right after finishing the initial instruction session + + InstructionManager instructionManager; // the instruction manager class which provides interactable in-scene instruction + NavigationManager navigationManager; // the navigation manager + + public TextAsset instructionTextFile; // the variable for storing initial instruction text file + public string signForSplit = "
"; // sign for splitting the instruction text + string instructionText = ""; // instruction text (default is empty) + + /* The name of navigation system (GameObject name) + * which is used for initial navigation session + * Why do we ask for this? ===> Because a scene can + * have multiple navigation system for different purpose */ + public string navigationSystemName = "NavigationSystem"; + + public List audiosForInstruction = new(); // A list of AudioClips to play during instruction + public List playAudioAt = new(); // "Play audio at which instruction" ===> a list of integer means the index of instruction ===> the list is used to identify after which instruction (by their index), we play the audioClip + + + // Start is called before the first frame update + void Start() + { + /* Change the initial process running status to TRUE once started the scene + * Because we will run the SceneInitialGuide immediately! */ + isRunning = true; + + /* Begin the initial guide process (you can choose to implement instruction/navigation or both, or none) + * Make it a little bit (e.g., 0.5 sec) later than Start function, so the other things in the scene can + * have enough time to setup. It will prevent causing errors like "NullReferenceException". + */ + Invoke(nameof(StartInitialGuideProcess), 0.5f); + } + + + /// + /// Function kicks off all the initial processes, includes: + /// 1. Initial instruction session + /// 2. Initial navigation session + /// + void StartInitialGuideProcess() + { + /* Call the function to start the initial instruction */ + StartInitInstruction(); + + /* Call an async function to wait until the initial instruction session to finish before starting the initial navigation session */ + AsyncStartInitNavigation(); + } + + + /// + /// Function which is able to start the initial instruction session when entering the scene + /// + /// [Note] + /// For starting the initial instruction session, the developer must select "hasInitialInstruction == true" + /// in Unity Editor, under script "InitialInstructionManager.cs". + /// + /// + void StartInitInstruction() + { + /* If there will be initial instruction as developer stated */ + if (hasInitialInstruction) + { + /* Parse the provided initial instruction text */ + instructionText = UsefulTools.ParseTextAsset(instructionTextFile); + + /* Find the Instruction System object and its manager script from the scene */ + instructionManager = GameObject.Find("InstructionSystem").GetComponent(); + + /* Assign audio instruction related list to variables in instruction system */ + instructionManager.AudiosForInstruction = audiosForInstruction; + instructionManager.PlayAudioAt = playAudioAt; + + /* Start the initial instruciton session */ + instructionManager.StartInstructionSystem(instructionText, signForSplit); + } + } + + + /// + /// Wait the instruction manager to end before starting the initial navigation session + /// + /// [Note] + /// 1.For the initial navigation session to start after finishing the instruction session, the developer + /// must select "FollowedByNavSession = true" in Unity Editor, under script "InitialInstructionManager.cs". + /// + /// 2. If the initial instruction session is never started, and developer selected "FollowedByNavSession = true", + /// the initial navigation session will start right a way after entering the scene + /// + /// + async void AsyncStartInitNavigation() + { + /* Wait for the instruction session to finish running */ + while (hasInitialInstruction && instructionManager.IsRunning) + { + await Task.Yield(); + } + + /* Call the initial navigation tour right after the instruction session if the developer decided to do so */ + if (hasInitialNavigation) + { + /* Find the navigationSystem in the scene and get the manager script */ + navigationManager = GameObject.Find(navigationSystemName).GetComponent(); + + /* Start the navigation system */ + navigationManager.RestartNavSystem(); + } + + /* Wait for the navigation tour to end before updating the "isRunning" boolean variable */ + while (hasInitialNavigation && navigationManager.IsRunning) + { + await Task.Yield(); + } + + isRunning = false; + Debug.Log("Scene Initial Guide ended!"); + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + +} + diff --git a/Assets/Scripts/General/SceneInitialGuide.cs.meta b/Assets/Scripts/General/SceneInitialGuide.cs.meta new file mode 100644 index 0000000..4705280 --- /dev/null +++ b/Assets/Scripts/General/SceneInitialGuide.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0a00f482d2f1b4dc985845ba26545501 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/ScreenOverlayController.cs b/Assets/Scripts/General/ScreenOverlayController.cs new file mode 100644 index 0000000..24d6b1d --- /dev/null +++ b/Assets/Scripts/General/ScreenOverlayController.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + +public class ScreenOverlayController : MonoBehaviour +{ + private bool isOverlayActive = false; + private List camLst = new List(); + + void Start() + { + InitCameras(); + SetOverlay(false); + + } + + void InitCameras() + { + camLst.Add(GameObject.Find("Main Camera")); + } + + void Update() + { + if (Input.GetKeyDown(KeyCode.U)) + { + isOverlayActive = !isOverlayActive; + SetOverlay(isOverlayActive); + } + } + + public void SetOverlay(bool active) + { + foreach(GameObject obj in camLst) + { + Camera cam = obj.transform.GetComponent(); + int layer = active ? 0 : -1; + cam.cullingMask = layer; + Debug.LogError("============ layer " + layer + " " + cam.cullingMask); + } + } +} + diff --git a/Assets/Scripts/General/ScreenOverlayController.cs.meta b/Assets/Scripts/General/ScreenOverlayController.cs.meta new file mode 100644 index 0000000..8f60340 --- /dev/null +++ b/Assets/Scripts/General/ScreenOverlayController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 57b445d556b434dc485783a416924e06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/VerbalManager_General.cs b/Assets/Scripts/General/VerbalManager_General.cs new file mode 100644 index 0000000..bbf9254 --- /dev/null +++ b/Assets/Scripts/General/VerbalManager_General.cs @@ -0,0 +1,239 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; +using System; + + +public class VerbalManager_General : MonoBehaviour +{ + ObjectsActivenessController activenessController; // a class which can be used to control the activeness status of interable objects in the scene + + + /// + /// Modifying the speaking related Setting in Start() + /// + private void Start() + { + activenessController = new ObjectsActivenessController(); + } + + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void Speak(string text) + { + /* Use Try...Finally to prevent potential "Process..." error from StopSpeak() */ + try + { + StopSpeak(); + } + finally + { + if (!UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.Say(text, false, true, UAP_AudioQueue.EInterrupt.All); + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopSpeak() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + /// + /// Check if the UAP is speaking + /// + public bool IsSpeaking() + { + return UAP_AccessibilityManager.IsSpeaking(); + } + + + /// + /// Function wait for tiny amount of time before checking UAP isSpeaking + /// to avoid the case that the UAP is not triggered yet, but speech text is sent + /// (isSpeaking) + /// + public async Task IsSeaking_Improved() + { + /* Wait for a tiny amount of time */ + float timer = 0f; + float timeThreshold = 0.1f; + while (timer < timeThreshold) + { + timer += 1f * Time.deltaTime; + await Task.Yield(); + } + + /* Return isSpeaking boolean value */ + return IsSpeaking(); + } + + + /// + /// + /// The function speaks a text passed in by user. Wait for the speech to end + /// + /// [Parameters] + /// 1. text ===> the text user want to speak + /// + /// + public async Task SpeakAndWait(string text) + { + /* Speak the text provided */ + Speak(text); + + /* When the text just send to verbalManager_General, UAP hasn't start to speak yet. + * In that case, code will exit the "while" immediately. Thus I added some timer delay here. + * This ensure the text arrives at the UAP text-to-speech speaker */ + float timer = 0f; + float timeThreshold = 0.1f; + while (IsSpeaking() == true || timer < timeThreshold) + { + timer += 1f * Time.deltaTime; + await Task.Yield(); + } + + /* Need to return something, becasue can't await a void function in another funtion */ + return true; + } + + + /// + /// + /// The function speaks a text passed in by user. Wait for the speech to end + /// and then call a callback function passed in. + /// + /// [Parameters] + /// 1. text ===> the text user want to speak + /// 2. callback ===> the callback function to implement after speech is finished + /// + /// [Example of calling this function] + /// verbalManager_General.SpeakWaitAndCallback("hey, how are you!", () => { + /// /* Code for actions to do after the speech is finished */ + /// }) + /// + /// + public async void SpeakWaitAndCallback(string text, Action callback) + { + /* Speak and wait for the speaking to finish */ + await SpeakAndWait(text); + + /* Run the callback function */ + callback(); + } + + + /// + /// Function read out loud a sentence after disabling interactable objects in the scene, + /// so it makes sure this speech won't be interrupted by name callout due to cane hits any objects. + /// + /// [Example Usage] + /// It can be used after the cane hits an specific objects, and you want to give a sentence of verbal + /// instruction to the user. You want the user to listen the full content of your instruction. So you + /// can use this function to avoid user's cane hits another object and break your instruction speech. + /// + public void SpeakWithoutDisturb(string text) + { + /* disable all the objects in the scene so the speaking won't be disturbed */ + activenessController.DisableOtherObjs(); + + /* Speak the text and implement actions in a callback function*/ + SpeakWaitAndCallback(text, () => { + /* After finishing speaking, activate objects */ + activenessController.EnableOtherObjs(); + }); + } + + + /// + /// Function waits the previous speech to end then speak new text passed as parameter + /// For example: the function is used in "StartInstructionSystem()" function of "InstructionManager" class + /// + public async void WaitThenSpeak(string text) + { + /* If any speech is ongoing ===> wait for it to finish */ + while (IsSpeaking()) + { + await Task.Yield(); + } + + /* Speak the new content */ + Speak(text); + } + + + /// + /// Function speak texts from a list one-by-one. It will take a short pause after speaking each of them + /// before speaking the next + /// + /// Waiting time (seconds) before starting to read the 1st text in textList + /// A list of texts to read + /// The gap time (seconds) between reading each text in the list + /// A boolean variable indicates whether waiting for a gap time after reading the last text of the list + /// Function returns TRUE when the whole function is done + public async Task SpeakWithGapTime(float beginWaitTimeFloat, List textList, float gapTimeFloat, bool hasGapAfterLast) + { + /* Transform the time provided by user of this function + * "Task.Delay()" function takes number of milliseconds as parameter. + * If users provides "3", they means waiting for 3 seconds ===> it equals to 3000 milliseconds. + * We need to transform the time into milliseconds before providing to "Task.Delay()" function. */ + int beginWaitTime = (int)Math.Ceiling(beginWaitTimeFloat * 1000); + int gapTime = (int)Math.Ceiling(gapTimeFloat * 1000); + + /* Wait for X seconds before start to speak with gap time */ + await Task.Delay(beginWaitTime); + + /* Speaking each text from textList with a gapTime between them */ + int length = textList.Count; + for (int i = 0; i < length; ++i) + { + Speak(textList[i]); + + if (i < length - 1) + await Task.Delay(gapTime); + else if (i == length - 1 && hasGapAfterLast) + await Task.Delay(gapTime); + } + + return true; + } + + + /// + /// Function speaks the countdown like 5...4...3...2...1. + /// + /// How many seconds you want to countdown + /// Variable indicates if you want to read the countdown in descending or ascending order + /// + public async Task SpeakCountdown(int countDownSeconds, bool descending = true) + { + /* Prepare a list of number for the countdown*/ + List countdownList = new(); + + /* Generating the countdown numbers */ + for (int i = countDownSeconds; i > 0; --i) + countdownList.Add(i.ToString()); + + /* Reverse the countdown numbers in the list if needed */ + if (!descending) + countdownList.Reverse(); + + /* Speak the countdown */ + await SpeakWithGapTime(0.5f, countdownList, 1f, true); + + /* Return TRUE when the countdown ends. + * Other function which calls this function doesn't need to recive variable from it. + * However, this return is needed to enable "await" this function in other functions */ + return true; + } + +} + diff --git a/Assets/Scripts/General/VerbalManager_General.cs.meta b/Assets/Scripts/General/VerbalManager_General.cs.meta new file mode 100644 index 0000000..a1b2149 --- /dev/null +++ b/Assets/Scripts/General/VerbalManager_General.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a6382f77249ef4547854671935406900 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction.meta b/Assets/Scripts/Instruction.meta new file mode 100644 index 0000000..cba6808 --- /dev/null +++ b/Assets/Scripts/Instruction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82add467303954255a78555facb598bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction/InstructionManager.cs b/Assets/Scripts/Instruction/InstructionManager.cs new file mode 100644 index 0000000..9f8e384 --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionManager.cs @@ -0,0 +1,419 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; +using UnityEngine.SceneManagement; + + +public class InstructionManager : MonoBehaviour +{ + public static bool allowInstruction = false; // [Default = True] Boolean variable indicates if the system allow providing instruction or not + bool isRunning; // Bool var indicates whether the instruciton system is running or not + + string currentScene; // record the name of current scene + + AudioSource insAudioSource; // AudioSource on instruction system for playing audioClips along with instruction + List audiosForInstruction = new(); // A list of AudioClips to play during instruction + List playAudioAt = new(); // "Play audio at which instruction" ===> a list of integer means the index of instruction ===> the list is used to identify after which instruction (by their index), we play the audioClip + + int followTime; // how many seconds the instruction system will follow avatar when system started + bool startFollow; // a boolean variable decide whether let instruction system follow the avatar or not + + VerbalManager_General verbalManager_General; // a class for speaking textual instructions + ObjectsActivenessController activenessController; // a class which can be used to control the activeness status of interable objects in the scene + + List texts = new(); // a list of splitted instruction text + int iterator; // an iterator for tracking which sentence to play + + Vector3 repositoryPos; // the position of the repo for storing instruction system when not using it + + Transform instructionSystemTrans; // the transform of instantiated instruction system + Transform gripPointTrans; // the transform of user avatar's grip point + Transform headTrans; // the transform of user avatar's head + + static readonly int countDownSeconds = 3; // the number of seconds for countdown before ending the instruction session + + /* The class act as an API for controlling user's translation lock in the scene */ + UserTranslationController userTranslationController; + + /* Fixed Sentences to be used in the instruction system */ + readonly string startNotice = "Please don't move, and place the cane in front of your body. Instruction session started."; + readonly string endNotice = $"Please turn your body and cane back to your initial facing direction. The instruction session will end in {countDownSeconds} seconds."; + readonly string endConfirmNotice = "Instruction session end."; + readonly string startMessage = "Using cane to hit panel on the right side of your body to hear next instruction. " + "Hit panel on your left side to hear previous instruction."; + readonly string noMorePrevNotice = "No more previous instruction"; + readonly string noMoreNextNotice = "No more next instruction. " + "To quit the instruction session, move out the cane and hit the panel again!"; + + + /// + /// Awake is always executed first by Unity. + /// Put it in awake, so the "verbalManger_General" will be prepared be call in other class's Start() if needed + /// + void Awake() + { + /* Set isRunning to false when scene begin, because instruction system is not running by that time */ + isRunning = false; + + /* Get the name of current scene */ + currentScene = SceneManager.GetActiveScene().name; + + /* Initialize variables which adjust user translation lock */ + userTranslationController = GetComponent(); + + /* Instantiate an object of "ObjectsActivenessController" class */ + activenessController = new ObjectsActivenessController(); + + /* Instantiate the verbal manager general */ + verbalManager_General = GetComponent(); + + /* The AudioSource on instruction system for playing audio to help providing better instruction */ + insAudioSource = transform.GetComponent(); + + /* Instantiate a reference to the Instruction System transfrom */ + instructionSystemTrans = GameObject.Find("InstructionSystem").transform; + + /* Instantiate a reference to the Avatar's gripPoint & head transfrom */ + gripPointTrans = GameObject.Find("User/GripPoint").transform; + headTrans = GameObject.Find("User/Head").transform; + + /* Initiate the repository position */ + repositoryPos = new Vector3(0, -50, 0); + + /* Instruction don't need to follow when initialize ==> so Flase */ + startFollow = false; + + /* Initialize the "time for instruction system to follow avatar" (i.e. followTime = 3000 ===> 3 seconds) */ + followTime = 5000; + + /* When begin, move the instruction system into repository just in case it won't be used immediately */ + MoveInstructionSystemToRepo(); + } + + + /// + /// Update is called on every frame + /// + private void Update() + { + /* If boolean "startFollow" is True, let instruction system follow the user on every frame */ + if (startFollow) + MoveInstructionSystemToUser(); + } + + + /// + /// Function starts an instruction session + /// + /// [Parameters] + /// 1. "instructionText" is the paragraph of instruction developer wants user to hear + /// 2. "signForSplit" is a string indicates where to split the "instructionText" into short sentences (eg. "||", ".", "\n", etc...) + /// + public async void StartInstructionSystem(string instructionText, string signForSplit) + { + /* Don't do anything if the system doesn't allow instruction */ + if (!allowInstruction) + return; + + /* Once system start to run, turn on isRunning bool immediately */ + isRunning = true; + + /* Temporarily disable user avatar's movement (translation) */ + //userTranslationController.PauseUserTranslation(); + + /* Disable other objects in the scene to prevent them inturrupting the instruction system */ + //activenessController.DisableOtherObjs(); + + /* Send starting message*/ + Debug.Log(startNotice); + verbalManager_General.Speak(startNotice); + + /* Split the instruction text into sentences */ + PrepareInstructionTexts(instructionText, signForSplit); + + /* Initialize the iterator */ + iterator = -1; + + /* Update the boolean to True to enable moving instruction system to side of the user and keep following. + * After X seconds, turn off the boolean to let the system stop following and settle down */ + startFollow = true; + await Task.Delay(followTime); + startFollow = false; + + /* Wait for startNotice to finish and speak the startMessage */ + if (Application.isPlaying && currentScene == SceneManager.GetActiveScene().name) + verbalManager_General.WaitThenSpeak(startMessage); + } + + + /// + /// Function ends an instruction session + /// + public void EndInstructionSystem() + { + /* move instruction system to repository */ + MoveInstructionSystemToRepo(); + + /* Send ending message */ + Debug.Log(endNotice); + verbalManager_General.SpeakWaitAndCallback(endNotice, async () => + { + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Countdown the time to end and speak it out (e.g., "three...two...one") */ + await verbalManager_General.SpeakCountdown(countDownSeconds, true); + + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Speak the confirmation ending notice "Instruction session end" */ + await verbalManager_General.SpeakAndWait(endConfirmNotice); + + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Other setups to do before ending an instruction session */ + OtherSetupsBeforeEnd(); + }); + } + + + /// + /// Function for doing all other setups after instruction session ends + /// run it after instruction session ends and after speaking all the async UAP messages + /// + private void OtherSetupsBeforeEnd() + { + /* Clear the audio instruction related lists. + * Don't use "Clear()", because the list here points to the same + * list where contains the reference to the audioClip related info*/ + audiosForInstruction = new(); + playAudioAt = new(); + + /* Reactivate all other objects */ + activenessController.EnableOtherObjs(); + + /* re-enable user avatar's movement (translation) */ + userTranslationController.ResumeUserTranslation(); + + /* turn "isRunning" back to false after instruction system is closed */ + isRunning = false; + } + + + /// + /// Function clean the given instructionText and split it into a list of short instruction sentences + /// + private void PrepareInstructionTexts(string instructionText, string signForSplit) + { + /* Clear the "texts" instruction sentence list */ + texts.Clear(); + + /* Clean the input "instructionText" by removing extra space */ + string[] tempArr = instructionText.Split(" "); + List tempList = new(tempArr); + tempList.RemoveAll(s => s == ""); + string cleanText = string.Join(" ", tempList); + + /* Prepare the texts list according to if any instruction provided or not */ + if (cleanText == "") + { + texts.Add("No instruction available, please quit this instruction session."); + } + else + { + /* Split cleaned instruction text into a "texts" list */ + string[] splitArr = UsefulTools.SplitText(cleanText, signForSplit); + texts = new List(splitArr); + texts.RemoveAll(s => s == ""); + } + } + + + /// + /// Function moves the instruction system prefab in the scene to its repository + /// + void MoveInstructionSystemToRepo() + { + instructionSystemTrans.position = repositoryPos; + } + + + /// + /// Function moves the instruction system prefab in the scene to the user + /// + void MoveInstructionSystemToUser() + { + /* [Important Note] + * + * 1. Don't make "User" GameObject in the scene as parent of "instructionSystem", because in the IOS + * ARControl, the ARCamera movement & rotaion only affect movement & rotation of GripPoint, Head, + * and Body. The "User" empty GameObject will stay at the starting point forever! I know using "User" + * will work under "Unity Editor Control" because in that script, the movment is implemented on "User" + * gameObject. + * + * 2. For now, don't use "Body" as a all-in-one gameObject for sync both rotation and position. This is + * because that in the "IOS AR Control", the body's rotation won't change forever... It won't rotate + * when the cane points to another direction. We did this because we didn't need it to rotate, but this + * might be changed in the future if needed. By that time, body can be used as a all-in-one resource. + */ + + + /* Set GripPoint as temporary parent of instructionSystem to adjust instructionSystem's rotation */ + instructionSystemTrans.SetParent(gripPointTrans); + instructionSystemTrans.localEulerAngles = Vector3.zero; + + /* Set Avatar's Head as temporary parent of instructionSystem to adjust instructionSystem's position */ + instructionSystemTrans.SetParent(headTrans); + instructionSystemTrans.localPosition = Vector3.zero; + + /* set instructionSystem as child of the scene */ + instructionSystemTrans.SetParent(null); + + /* change the positional y-axis of instructionSystemTrans to 0 to put the panel on the ground */ + instructionSystemTrans.position = Vector3.Scale(instructionSystemTrans.position, new Vector3(1, 0, 1)); + + /* change the rotational x-axis of instructionSystemTrans to 0 to make it perpendicular to the ground */ + instructionSystemTrans.eulerAngles = Vector3.Scale(instructionSystemTrans.eulerAngles, new Vector3(0, 1, 1)); + } + + + /// + /// Function reads the current sentence which iterator is pointing to + /// + async void ReadCurrInstruction() + { + /* Speak the instructional text */ + verbalManager_General.Speak(texts[iterator]); + + /* When the list has audioClips, and developer specified "place to play" for all audioClips. + * If we arrive at the instruction where developer want to add audioClip, do the following */ + if (audiosForInstruction.Count != 0 && audiosForInstruction.Count == playAudioAt.Count && playAudioAt.Contains(iterator)) + { + /* Save the value of current iterator */ + int saveIterator = iterator; + + /* Wait for the UAP to finish speech */ + while (await verbalManager_General.IsSeaking_Improved()) + await Task.Yield(); + + /* If the scene is still active and the user stays at the current instruction (didn't hit panel) */ + if (currentScene == SceneManager.GetActiveScene().name && iterator == saveIterator) + { + /* Find the index of the audio we want to play */ + int audioIdx = playAudioAt.IndexOf(iterator); + + /* Play the audioClip */ + insAudioSource.PlayOneShot(audiosForInstruction[audioIdx]); + } + } + } + + + /// + /// Function reads next instruction from splited instruction list. + /// Return True if able to read next instruction. Otherwise, return False. + /// + public bool ReadNextInstruction() + { + if (HasNext()) + { + ToNext(); // move iterator to next + ReadCurrInstruction(); // read instruction sentence which iterator currently points to + return true; + } + + Debug.Log(noMoreNextNotice); + verbalManager_General.Speak(noMoreNextNotice); + return false; + } + + + /// + /// Function reads previous instruction from splited instruction list. + /// Return True if able to read previous instruction. Otherwise, return False. + /// + public bool ReadPrevInstruction() + { + if (HasPrev()) + { + ToPrev(); // move iterator to previous + ReadCurrInstruction(); // read instruction sentence which iterator currently points to + return true; + } + + Debug.Log(noMorePrevNotice); + verbalManager_General.Speak(noMorePrevNotice); + return false; + } + + + /// + /// Function moves iterator to point to the next sentence in the splitted text list + /// + void ToNext() + { + iterator++; + } + + + /// + /// Function moves iterator to point to the previous sentence in the splitted text list + /// + void ToPrev() + { + iterator--; + } + + + /// + /// Function checks whether there is next sentence in the splitted text list + /// + bool HasNext() + { + return iterator + 1 <= texts.Count - 1; + } + + + /// + /// Function checks whether there is previous sentence in the splitted text list + /// + bool HasPrev() + { + return iterator - 1 >= 0; + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + + + /// + /// Setter for "audiosForInstruction" list. + /// Shallow copy... + /// + public List AudiosForInstruction + { + set { audiosForInstruction = value; } + } + + + /// + /// Setter for "playAudioAt" list. + /// Shallow copy... + /// + public List PlayAudioAt + { + set { playAudioAt = value; } + } + +} + diff --git a/Assets/Scripts/Instruction/InstructionManager.cs.meta b/Assets/Scripts/Instruction/InstructionManager.cs.meta new file mode 100644 index 0000000..6cb5b92 --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 597339374601a49d29fa841048b744e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction/InstructionPanelManager.cs b/Assets/Scripts/Instruction/InstructionPanelManager.cs new file mode 100644 index 0000000..5522bfd --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionPanelManager.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class InstructionPanelManager : MonoBehaviour +{ + /* Get the InstructionManager to call function for switch instruction */ + InstructionManager instructionManager; + + /* Boolean variable judges if there is next instruction. + * Make it a static variable, so its value will be shared across instantiated class on both NextButton and PrevButton */ + static bool hasNext = true; + + + private void Start() + { + /* Initialize the InstructionManager */ + instructionManager = GameObject.Find("InstructionSystem").GetComponent(); + } + + + /// + /// The action (Instruction Switching) the button takes after hitted by user's cane + /// + private void OnCollisionEnter(Collision collision) + { + Collider other = collision.collider; // the collider object which the button collides with + + if (other.name == "Cane") // if the button hitted by cane + { + if (AccessColliderInfo.GetParentName(transform) == "NextButton") // if hit NextButton + { + if (hasNext) + hasNext = instructionManager.ReadNextInstruction(); // get the next instruction sentence + else + ToQuitInstructionSystem(); // call function to quit the instruction session when "endHitCount != 0" + } + else if (AccessColliderInfo.GetParentName(transform) == "PrevButton") // if hit PrevButton + { + instructionManager.ReadPrevInstruction(); // get the previous instruction sentence + hasNext = true; // after trying to read previous instruction, we reset "hasNext" to True. So when cane hits the right panel the next time, it will give instruction again, it won't become silent + } + } + } + + + /// + /// Function to quit instruction system + /// + private void ToQuitInstructionSystem() + { + /* Reset variables */ + hasNext = true; + + /* End the instruction system */ + instructionManager.EndInstructionSystem(); + } + +} + diff --git a/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta b/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta new file mode 100644 index 0000000..14b148d --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0149028246c9c40cb902f1573798defe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction.meta b/Assets/Scripts/Interaction.meta new file mode 100644 index 0000000..831bdf8 --- /dev/null +++ b/Assets/Scripts/Interaction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 704f2967e2ed943fab7636fc21287cd8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/AccessColliderInfo.cs b/Assets/Scripts/Interaction/AccessColliderInfo.cs new file mode 100644 index 0000000..c7aa3f7 --- /dev/null +++ b/Assets/Scripts/Interaction/AccessColliderInfo.cs @@ -0,0 +1,286 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AccessColliderInfo : MonoBehaviour +{ + // A list of potential "part name" which are not useful, will filter them out later + static List uselessPartNameList = new List { "_Holder_", "Outside", "Inside", "" }; + + + /// + /// Function for checking if a triggered "object part" is the outside or inside of an object + /// + public static string WhichSide(Transform other) + { + string side = ""; + + if ((other.name == "Outside") || (GetParentName(other) == "Outside")) + { + side = "Outside"; // For an touched object, it's an "Outside" object if itself named "Outside", or it's below an "Outside" object + } + else if ((other.name == "Inside") || (GetParentName(other) == "Inside")) + { + side = "Inside"; // For an touched object, it's an "Inside" object if itself named "Inside", or it's below an "Inside" object + } + return (side); + } + + + /// + /// Function for get the hierarchy level of the triggered "object part" + /// + public static int WhichLevel(Transform other) + { + /* If the object's parent is NULL, it means the cane collided with a single layer object ===> thus return "1" */ + if (other.transform.parent == null) + return 1; + + /* If it's not a single layer object + * ===> Root object (level=1) must be empty object, so if cane collide on something, it at least be at level=2 (level=2 is usually empty as well) */ + int level = 2; + + Transform rootTrans = other.transform.root; // Transform of the root game object + Transform tempTrans = other.transform; // Initialize the temporary transform holder with current object's transform + + /* If the object is not directly under the root, then it can't be level 2, thus increase 1 level, until reach an object which is direct child of the root */ + while (tempTrans.parent != rootTrans) + { + level += 1; + tempTrans = tempTrans.parent; + } + + return level; + } + + + /// + /// Function for checking what material the triggered "object part" is made of (eg. wood, metal, glass, etc...) + /// + public static string WhatMaterial(Transform other) + { + string material = ""; + int level = WhichLevel(other); // get the hierarchy level of current triggered object + Transform tempTrans = other.transform; + + /* From current level to root, try to find matrial level-by-level. The material from the deepest level will be the final choice */ + for (int i = 0; i < level; i++) + { + material = tempTrans.tag; + if (material != "Untagged") break; + tempTrans = tempTrans.parent; + } + + return (material); + } + + + /// + /// Function traverse from the hitted object's hierarchy tree to get the name of the root object + /// (eg. "Table", "Navigation Road", "Floor", etc...) + /// + public static string GetRootName(Transform other) + { + string name = other.transform.root.name; + return name; + } + + + /// + /// Function traverse from the hitted object's hierarchy tree to get the name of the object's parent + /// + public static string GetParentName(Transform other) + { + /* If it's a single layer object, the parent is NULL */ + if (other.transform.parent == null) + return "<--- NULL --->"; + + /* If the parent is not NULL, return its name */ + return other.transform.parent.name; + } + + + /// + /// Function for getting "object part name" (eg. table leg) based on the thing cane triggered + /// + public static string GetPartName(Transform other) + { + /* The transform of the 2nd level object in the hierarchy */ + Transform SecondLevelTrans = GetNthLevelTrans(other, 2); + + /* Get the name */ + if (SecondLevelTrans == other) + return ""; + else + return SecondLevelTrans.name; + } + + + /// + /// Function gets the transform of the Nth level object under the hierarchy which "other" belongs to + /// For Example: + /// [Room] -> [Wall1] -> [LargeWindow]. If "other = LargeWindow" and "targetLevel = 2". + /// Function will return the transform of "Wall1". + /// + public static Transform GetNthLevelTrans(Transform other, int targetLevel) + { + int level = WhichLevel(other); + + /* Try to get the transform of the Nth level object */ + Transform tempTrans = other.transform; + for (int i = 0; i < level - targetLevel; ++i) + { + tempTrans = tempTrans.parent; + } + + return tempTrans; + } + + + /// + /// Function for getting both "object part name" and "object name" based on the thing cane triggered + /// + public static string[] GetObjNames(Transform other) + { + string name = ""; + string partName = ""; + + /* The full object name, like "Table", is always at the root level */ + name = GetRootName(other); + + /* Try to get the part object name, like "leg1" (of "Table") */ + partName = GetPartName(other); + + /* Load "name" and "part name" into an array to pass it out */ + string[] nameArray = new string[] { name, partName }; + return (nameArray); + } + + + /// + /// Function to judge whether the part name of current collider object useful (eg. "Outside" or "_Holder_" are not useful. "Table Leg" is useful) + /// + private static bool IsPartNameUseful(Transform other) + { + string partName = GetPartName(other); + bool judgeUsefulness = (uselessPartNameList.Contains(partName)) ? false : true; + return judgeUsefulness; + } + + + /// + /// Function for generating string to describe hitted object + /// + public static string DescribeHittedObject(Transform other) + { + string[] nameArray = GetObjNames(other); // Get "object part" and "object" name + string name = nameArray[0]; + string partName = nameArray[1]; + + /* If the partName is useful, we will describe the hitted object using its 2nd-level "partName" + " of " + root level "Name", otherwise use the root level "Name" only */ + string description = IsPartNameUseful(other) ? (UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(partName), " ") + " of " + UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(name), " ")) : (UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(name), " ")); + + return description; + } + + + /// + /// Function gets the ObjId of the level which we actually refers to when describe the hitted object name + /// (Will be used in VerbalManager to control the frequency of calling out name when hitting objects) + /// + public static int GetActualReferObjId(Transform other) + { + /* If the partName is useful, the object we actually refers to is the 2nd-level "part", otherwise we refers to the root level */ + int resultId = IsPartNameUseful(other) ? GetObjIdByLevel(other, 2) : GetObjIdByLevel(other, 1); + return resultId; + } + + + /// + /// For collider object "other", get the ID of the object which is at levelN of its hierarchy tree + /// (Will be used to get Actual Refer Object ID) + /// + private static int GetObjIdByLevel(Transform other, int levelN) + { + int resultId; + int currLevel = WhichLevel(other); + + Transform tempTrans = other.transform; + for (int i = 0; i < currLevel - levelN; ++i) + { + tempTrans = tempTrans.parent; + } + + resultId = tempTrans.GetInstanceID(); + return resultId; + } + + + /// + /// Function for print the name of object which the cane hitted + /// + public static void PrintHittedObject(Transform other) + { + string description = DescribeHittedObject(other); + Debug.Log(description); + } + + + /// + /// Function check whether the object is a floor. + /// How to check: + /// 1. The rootName might be "xxxFloor" like "BrickFloor" or "ConcreteFloor" + /// 2. The material of this object would be "xxxFloor" like "WoodFloor" + /// Either one of these 2 clues should indicate the object is a floor object + /// + public static bool IsFloor(Transform other) + { + // Find clue from root name + string rootName = GetRootName(other); + string[] namePartArr = UsefulTools.SplitAtCapital(rootName); + int rSize = namePartArr.Length; + + // Find clue from material name + string material = WhatMaterial(other); + string[] matPartArr = UsefulTools.SplitAtCapital(material); + int mSize = matPartArr.Length; + + // Check if this is an floor object + bool judge = false; + if (namePartArr[rSize - 1] == "Floor" || matPartArr[mSize - 1] == "Floor") + judge = true; + + return judge; + } + + + /// + /// Function check whether the object is a navigation road + /// How to check: + /// 1. The rootName might be "NavigationRoad" (maybe it will be changed in the future) + /// 2. The material of this object should be "xxxTactilePaving" like "PlasticTactilePaving" + /// Either one of these 2 clues should indicate the object is a navigation road object + /// + public static bool IsNavigationRoad(Transform other) + { + List potentialNavName = new List() { "NavigationRoad", "TactileRoad" }; + + // Find clue from root name + string rootName = GetRootName(other); + + // Find clue from material name + string material = WhatMaterial(other); + + // Check if this is an NavigationRoad object + bool judge = false; + if (potentialNavName.Contains(rootName) || material.Contains("TactilePaving")) + { + judge = true; + } + + return judge; + } + + +} + diff --git a/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta b/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta new file mode 100644 index 0000000..9c7f2f0 --- /dev/null +++ b/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82a937bf209444451a397acb4b2e84e8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/AudioManager_Feedback.cs b/Assets/Scripts/Interaction/AudioManager_Feedback.cs new file mode 100644 index 0000000..2d501f8 --- /dev/null +++ b/Assets/Scripts/Interaction/AudioManager_Feedback.cs @@ -0,0 +1,242 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; // For Version 2 + + + +// ============================================================================================ // +// ================== (Version 1) Using List to manually load music and play ================== // +// ============================================================================================ // + + +public class AudioManager_Feedback : MonoBehaviour +{ + AudioSource[] audioSources; // An array for storing all audioSources + public AudioSource feedbackAudioSource_Object; // The audio source for playing object related sound + public AudioSource feedbackAudioSource_Floor; // The audio source for playing floor related sound. We separated audioSource, because we want to head "lower" volume of Floor sound. + + string nameOfAudioPlaying = "N/A"; // Record the name (eg. Wood Hit, Wood Slide, etc...) of the music which is currently playing + string typeOfAudioPlaying = "N/A"; // Record the type (eg. Hit, Slide, Alert, etc...) of the music which is currently playing + + public List feedbackAudioList = new List(); + + + /// + /// Start is called before the first frame update + /// + private void Start() + { + /* Assign the audioSource component which the current object has */ + audioSources = GetComponents(); + feedbackAudioSource_Object = audioSources[0]; + feedbackAudioSource_Floor = audioSources[1]; + + /* Turn off all audioListener and only turn on the one on Head Vision + * So the user can hear 3D sound */ + var AudioListeners = FindObjectsOfType(); + foreach (AudioListener al in AudioListeners) + al.enabled = false; + GameObject.Find("HeadVision").GetComponent().enabled = true; + } + + + /// + /// The function is for matching and sound feedback from list and play it + /// + + public void PlayFeedbackAudio(string clipName) + { + AudioClip tempAudioClip; + + nameOfAudioPlaying = clipName; + string[] nameSplitList = nameOfAudioPlaying.Split(" "); + typeOfAudioPlaying = nameSplitList[nameSplitList.Length - 1]; + + tempAudioClip = feedbackAudioList.Find(x => x.name == clipName); + + /* Playing music based on the type of clip */ + if (clipName.Contains("Floor")) + PlayOneShotOfAudio(feedbackAudioSource_Floor, tempAudioClip); + else + PlayOneShotOfAudio(feedbackAudioSource_Object, tempAudioClip); + } + + + /// + /// General function for playing one shot of audio on specific audioSource + /// + private void PlayOneShotOfAudio(AudioSource source, AudioClip clip) + { + /* Playing new music only if all audioSources are not playing */ + foreach (AudioSource s in audioSources) + { + if (s.isPlaying) + return; + } + + source.PlayOneShot(clip); + } + + + /// + /// The function is for stopping an ongoing audio feedback IMMEDIATELY if it match the indicated Audio Type (eg. Hit, Slide, Alert) to stop + /// Audio Feedback Priority: Alert > Hit > Slide + /// + public void StopFeedbackAudioByType(string audioTypeToStop) + { + if (typeOfAudioPlaying == audioTypeToStop) + { + /* Try to stop all of audioSources. + * Because based on our designed logic ===> there will always be only + * one running audioSource ===> so we attempt to close all of them */ + StopAllAudioSource(); + + Debug.Log("Stop ongoing " + typeOfAudioPlaying + " audio feedback"); + } + } + + + /// + /// Function stop the audio for a specific audioSource + /// + public void StopAudioSource(AudioSource source) + { + if (source.isPlaying) + source.Stop(); + } + + + /// + /// Function tries to stop all of audioSources + /// + private void StopAllAudioSource() + { + foreach (AudioSource source in audioSources) + StopAudioSource(source); + } + +} + + + + + + + + + + + + + + + + + + + + + + + + + +// ======================================================================================== // +// ================== (Version 2) Using Coroutine to Directly play Music ================== // +// ======================================================================================== // + + +//public class AudioManager_Feedback : MonoBehaviour +//{ + +// public AudioSource feedbackAudioSource; // The only audio source for playing sound + +// string appDirectory; // Path of the application +// string audioDirectory; // Path where the audios stored + +// string nameOfAudioPlaying; // Record the name (eg. Wood Hit, Wood Slide, etc...) of the music which is currently playing +// string typeOfAudioPlaying; // Record the type (eg. Hit, Slide, Alert, etc...) of the music which is currently playing + + +// /// +// /// Start is called before the first frame update +// /// +// private void Start() +// { +// /* Assign the audioSource component which the current object has */ +// feedbackAudioSource = GetComponent(); + +// /* Assign "App Address" and "Audio Address" */ +// appDirectory = "file://" + Application.dataPath.Replace("Assets", ""); // Address of the application ".../" before "Assets/..." +// audioDirectory = "Assets/Sounds/Feedbacks/Object"; +// } + + + +// /// +// /// Coroutine Function for acquiring one feedback audio based on audioPath +// /// + +// private IEnumerator PlayOneAudio(string audioPath) +// { +// AudioClip tempAudioClip; + +// using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.WAV)) +// { +// yield return www.SendWebRequest(); + +// /* Request and get the audioClip */ +// if (www.result == UnityWebRequest.Result.ConnectionError) +// { +// Debug.Log(www.error); +// } +// else +// { +// tempAudioClip = DownloadHandlerAudioClip.GetContent(www); + +// /* Playing music */ +// if (!feedbackAudioSource.isPlaying) +// { +// feedbackAudioSource.PlayOneShot(tempAudioClip); +// } +// } + +// /* Store audio-type and audio-name to global variables */ +// string[] pathSplitList = audioPath.Split("/"); // Split the audioPath on "/" +// nameOfAudioPlaying = pathSplitList[pathSplitList.Length - 1].Replace(".wav", ""); //the last element in the array, after removing suffix (eg. ".wav"), is the audio name like "Wood Hit" +// string[] nameSplitList = nameOfAudioPlaying.Split(" "); +// typeOfAudioPlaying = nameSplitList[nameSplitList.Length - 1]; +// } +// } + + +// /// +// /// The function is for matching and sound feedback from list and play it +// /// + +// public void PlayFeedbackAudio(string clipName) +// { +// /* generate the path of audioClip based on the provided clipName */ +// string clipPath = appDirectory + audioDirectory + "/" + clipName + ".wav"; + +// /* Play this feedback audioClip */ +// StartCoroutine(PlayOneAudio(clipPath)); +// } + + +// ///// +// ///// The function is for stopping an ongoing audio feedback IMMEDIATELY if it match the indicated Audio Type (eg. Hit, Slide, Alert) to stop +// ///// Audio Feedback Priority: Alert > Hit > Slide +// ///// +// public void StopFeedbackAudioByType(string audioTypeToStop) +// { +// if ((feedbackAudioSource.isPlaying) && (typeOfAudioPlaying == audioTypeToStop)) +// { +// Debug.Log("Stop ongoing " + typeOfAudioPlaying + " audio feedback"); +// feedbackAudioSource.Stop(); +// } +// } + + +//} diff --git a/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta b/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta new file mode 100644 index 0000000..fba11c7 --- /dev/null +++ b/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1c4ac32a96ef4c1fb91193fe1df53b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/VerbalManager_Feedback.cs b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs new file mode 100644 index 0000000..6bf6451 --- /dev/null +++ b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs @@ -0,0 +1,150 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + + +public class VerbalManager_Feedback : MonoBehaviour +{ + [SerializeField] int verbalGapTime = 3; // The time needed (in seconds) for playing verbal hit feedback (callout the name) for a same object + + int lastCalloutObjId; // The unique ID of the last object which verbal system successfully called the name for it after cane hitting it. IsPlaying() judge could prevent a verbal from been called out + DateTime lastCalloutTime; // The time of the last successful verbal name calling + + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void SpeakFeedbackVerbal(string text, int actualReferObjId) + { + // if hit any new object and the name callout of another object is + // not finished, we manually cut that callout + StopVerbalFeedback(); + + // play the new callout + if (!UAP_AccessibilityManager.IsSpeaking()) + { + UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); + lastCalloutTime = DateTime.Now; + lastCalloutObjId = actualReferObjId; + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopVerbalFeedback() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + /// + /// Getter for verbal gap time + /// + public int GetVerbalGapTime() + { return verbalGapTime; } + + /// + /// Getter for last called time + /// + public DateTime GetLastCalloutTime() + { return lastCalloutTime; } + + + /// + /// Getter for the last called object ID + /// + public int GetLastCalloutObjId() + { return lastCalloutObjId; } + +} + + + + + + + + + + + + + + + + + + + + + + + + +//using System.Collections; +//using System.Collections.Generic; +//using UnityEngine; +//using System; + + +//public class VerbalManager_Feedback : MonoBehaviour +//{ +// [SerializeField] int verbalGapTime = 3; // The time needed (in seconds) for playing verbal hit feedback (callout the name) for a same object + +// int lastCalloutObjId; // The unique ID of the last object which verbal system successfully called the name for it after cane hitting it. IsPlaying() judge could prevent a verbal from been called out +// DateTime lastCalloutTime; // The time of the last successful verbal name calling + + +// /// +// /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text +// /// +// public void SpeakFeedbackVerbal(string text, int actualReferObjId) +// { +// // if hit any new object and the name callout of another object is +// // not finished, we manually cut that callout +// StopVerbalFeedback(); + +// // play the new callout +// if (!UAP_AccessibilityManager.IsSpeaking()) +// { +// UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); +// lastCalloutTime = DateTime.Now; +// lastCalloutObjId = actualReferObjId; +// } +// } + + +// /// +// /// The function will stop any verbal speech which is playing by using UAP +// /// +// public void StopVerbalFeedback() +// { +// if (UAP_AccessibilityManager.IsSpeaking()) +// UAP_AccessibilityManager.StopSpeaking(); +// } + + +// /// +// /// Getter for verbal gap time +// /// +// public int GetVerbalGapTime() +// { return verbalGapTime; } + +// /// +// /// Getter for last called time +// /// +// public DateTime GetLastCalloutTime() +// { return lastCalloutTime; } + + +// /// +// /// Getter for the last called object ID +// /// +// public int GetLastCalloutObjId() +// { return lastCalloutObjId; } + +//} diff --git a/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta new file mode 100644 index 0000000..d992092 --- /dev/null +++ b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 23690b25865754b6297889d1c26874f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/VibrationManager_Feedback.cs b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs new file mode 100644 index 0000000..be77810 --- /dev/null +++ b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using MoreMountains.NiceVibrations; + + +public class VibrationManager_Feedback : MonoBehaviour +{ + /* The vibration intensity, sharpness & duration */ + float hitIntensity = 1f; + float hitSharpness = 1f; + float hitDuration = 0.1f; + + /* Name and type of vibration that is playing */ + string nameOfVibrationPlaying = "N/A"; + string typeOfVibrationPlaying = "N/A"; + + + /// + /// Start different types of vibration + /// + /// [materialAndAction] + /// The combination of material + action. For example, "Wood hit", "Wood Slide", "VibrationSlow Alert" + /// + public void StartVibration(string materialAndAction) + { + /* We don't provide any vibration for floor object */ + if (materialAndAction.Contains("Floor")) + return; + + /* Stop Previous vibration */ + StopAllVibration(); + + /* Play vibration based on material and action */ + if (materialAndAction.Contains("Hit")) + { + Debug.Log("Playing hit physical vibration."); + MMVibrationManager.ContinuousHaptic(hitIntensity, hitSharpness, hitDuration, HapticTypes.Failure, this, true); + } + + /* Record the name and type of vibration playing */ + nameOfVibrationPlaying = materialAndAction; + string[] nameSplitList = nameOfVibrationPlaying.Split(" "); + typeOfVibrationPlaying = nameSplitList[nameSplitList.Length - 1]; + } + + + /// + /// Function stops all on-going vibrations + /// + public void StopAllVibration() + { + MMVibrationManager.StopAllHaptics(); + } + + + /// + /// Stop a specific type of vibration if it's playing + /// + public void StopVibrationByType(string vibrationTypeToStop) + { + /* If "vibration type we want to stop" is same as the "vibration type we are playing", we stop it. + * Only one vibration will play at one time ===> so we call function to stop all vibration */ + if (vibrationTypeToStop == typeOfVibrationPlaying) + StopAllVibration(); + } + +} + diff --git a/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta new file mode 100644 index 0000000..786692d --- /dev/null +++ b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3629e8e5ec77045e89d84bea89e478d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Layout.meta b/Assets/Scripts/Layout.meta new file mode 100644 index 0000000..8dbba55 --- /dev/null +++ b/Assets/Scripts/Layout.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9ed8571c2f2b546d58bad0aa8f4380ec +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Layout/LayoutLearner.cs b/Assets/Scripts/Layout/LayoutLearner.cs new file mode 100644 index 0000000..03a5497 --- /dev/null +++ b/Assets/Scripts/Layout/LayoutLearner.cs @@ -0,0 +1,247 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using MoreMountains.NiceVibrations; +using UnityEngine.SceneManagement; + +public class LayoutLearner : MonoBehaviour +{ + private GameObject lastSelectedObject; + + + private AudioSource source; + + private VerbalManager_General verbalManager_General; // The class controls text to speech + + private VibrationManager_Feedback vibrationManagerFb; + + private string objName; + + private string instructions = "Welcome to the Learning Layout Module! This guide will help you build a mental map of the layout through simple touch interactions.Explore and learn room layouts by touching the screen and moving the touch screen from top to bottom, left to right."; + //private string instructions = "레이아웃 학습 모듈에 오신 것을 환영합니다! 이 가이드는 간단한 터치 상호작용을 통해 레이아웃에 대한 정신적 지도를 만드는 데 도움이 되며, 화면을 터치하고 터치스크린을 위에서 아래로, 왼쪽에서 오른쪽으로 움직여 방 레이아웃을 탐색하고 학습할 수 있습니다."; + + private List ignoreLst = new List() + { + "Window", "Floor" + }; + + string mainMenu; // the variable stores the mainMenu name + + // Double click interval (seconds) + public float doubleClickTime = 0.2f; + + // Keep track of the last click or touch + private float lastClickTime = 0f; + + private void Start() + { + mainMenu = "MainMenu"; // initialize the mainMenu variable + verbalManager_General = GameObject.Find("SoundBall").GetComponent(); + vibrationManagerFb = GameObject.Find("SoundBall").GetComponent(); + + //SpeakFeedbackVerbal(instructions); + try + { + verbalManager_General.StopSpeak(); + verbalManager_General.Speak(instructions); + } + catch (InvalidOperationException e) + { + Debug.Log("Error exists when open the Menu: " + e); + } + } + + void Update() + { +#if UNITY_IOS && !UNITY_EDITOR + if (Input.touchCount > 0) + { + Touch touch = Input.GetTouch(0); + DetectTouchDoubleTap(); + + if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) + { + // Radiate from the camera position + Ray ray = Camera.main.ScreenPointToRay(touch.position); + RaycastHit hit; + + // If the ray hits the object + if (Physics.Raycast(ray, out hit)) + { + // Get the Selected Object + GameObject selectedObject = hit.collider.gameObject; + + // Print the Selected object name + Debug.Log("Tapped on: " + selectedObject.name); + if (selectedObject == lastSelectedObject) + return; + + // Reset the last selected object color + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if (source) + source.Stop(); + MMVibrationManager.StopAllHaptics(); + Renderer lastRenderer = lastSelectedObject.GetComponent(); + if (lastRenderer != null) + { + lastRenderer.material.color = Color.white; + } + } + + + // Change the currently selected object color + source = selectedObject.GetComponent(); + if (source) + source.Play(); + + string name = selectedObject.transform.parent.name; + if (!ignoreLst.Contains(name)) + { + objName = name; + SpeakFeedbackVerbal(name); + MMVibrationManager.ContinuousHaptic(1f, 1f, 0.1f, HapticTypes.Failure, this, true); + } + Renderer objectRenderer = selectedObject.GetComponent(); + if (objectRenderer != null) + { + objectRenderer.material.color = Color.red; + } + + // Records the currently selected object + lastSelectedObject = selectedObject; + } + } + } + else + { + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if (source) + source.Stop(); + } + } +#endif + +#if UNITY_EDITOR + if (Input.GetMouseButtonDown(0)) + { + + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + + if (Physics.Raycast(ray, out hit)) + { + + GameObject selectedObject = hit.collider.gameObject; + + + Debug.Log("Clicked on: " + selectedObject.name); + + + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if(source) + source.Stop(); + Renderer lastRenderer = lastSelectedObject.GetComponent(); + if (lastRenderer != null) + { + lastRenderer.material.color = Color.white; + } + } + + + source = selectedObject.GetComponent(); + if (source) + source.Play(); + SpeakFeedbackVerbal(selectedObject.transform.parent.name); + Debug.LogError("=========Speek " + selectedObject.gameObject.name); + Renderer objectRenderer = selectedObject.GetComponent(); + if (objectRenderer != null) + { + objectRenderer.material.color = Color.red; + } + + + lastSelectedObject = selectedObject; + } + } +#endif + } + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void SpeakFeedbackVerbal(string text) + { + // if hit any new object and the name callout of another object is + // not finished, we manually cut that callout + StopVerbalFeedback(); + + // play the new callout + if (!UAP_AccessibilityManager.IsSpeaking()) + { + UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopVerbalFeedback() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + private void DetectMouseDoubleClick() + { + // Detect the start of the click + if (Input.GetMouseButtonDown(0)) + { + // Get current time + float currentTime = Time.time; + + // Check the time interval between clicks + if (currentTime - lastClickTime <= doubleClickTime) + { + SceneJumpHelper.ResetThenSwitchScene(mainMenu); // do all the resets needed then back to the main menu + } + + // Update the time of last click + lastClickTime = currentTime; + } + } + + private void DetectTouchDoubleTap() + { + if (Input.touchCount == 1) + { + Touch touch = Input.GetTouch(0); + + // Detect the start of the touch + if (touch.phase == TouchPhase.Began) + { + // Get current time + float currentTime = Time.time; + + // Check the time interval between touches + if (currentTime - lastClickTime <= doubleClickTime) + { + // double click detected + SceneManager.LoadScene(mainMenu); + } + + // Update the time of last touch + lastClickTime = currentTime; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Layout/LayoutLearner.cs.meta b/Assets/Scripts/Layout/LayoutLearner.cs.meta new file mode 100644 index 0000000..7ed0625 --- /dev/null +++ b/Assets/Scripts/Layout/LayoutLearner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 807505c8484404615ab4e0e12c575541 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling.meta b/Assets/Scripts/Modeling.meta new file mode 100644 index 0000000..5c75b00 --- /dev/null +++ b/Assets/Scripts/Modeling.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 81a041b5a275949ad960979fad8c155f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GenerateEmbeddedObject.cs b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs similarity index 100% rename from Assets/Scripts/GenerateEmbeddedObject.cs rename to Assets/Scripts/Modeling/GenerateEmbeddedObject.cs diff --git a/Assets/Scripts/GenerateEmbeddedObject.cs.meta b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta similarity index 83% rename from Assets/Scripts/GenerateEmbeddedObject.cs.meta rename to Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta index 1c2ff11..5214f97 100644 --- a/Assets/Scripts/GenerateEmbeddedObject.cs.meta +++ b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 702f08b0525baae49bf7bcd73bfef953 +guid: 72f24b029e0cb4a8d86a808cffcc8765 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs new file mode 100644 index 0000000..bd741ec --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class GenerateEmbeddedWall : GenerateEmbeddedObject +{ + /// + /// The only difference between "generating embedded object" vs. "generating embedded wall" + /// is how they calculate the scale of the object (x,y,z) + /// + + protected override void SetInsideScale(ref Transform insideObj, ref Transform outsideObj) + { + Vector3 outActualSize = GetActualSize(outsideObj); // Actual-Size (in Meter) of the Outside object + Vector3 outLocalScale = outsideObj.localScale; // Local-Scale (in Unity unit) of the Outside object + + /* Find out the axis (x, y, z) which represents the wall thickness */ + int idxOfMin = 0; + float minVal = outActualSize[idxOfMin]; + for (int i = 0; i < 3; ++i) + { + if (outActualSize[i] < minVal) + { + minVal = outActualSize[i]; + idxOfMin = i; + } + } + + /* Only change the wall thickness for the Inside object (Don't change Height and Length) */ + Vector3 inLocalScale = outLocalScale; + for (int i = 0; i < 3; ++i) + { + if (i == idxOfMin) + inLocalScale[i] = ScaleCalc(outActualSize[i], outLocalScale[i]); + } + insideObj.SetParent(outsideObj.parent); // Set the parent of "OutsideObj" to be the parent of "InsideObj", so that they become parallel objects + insideObj.localScale = inLocalScale; + + } + +} diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta new file mode 100644 index 0000000..71f15bf --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 650d56ad5863d425e8e73aba4a5bd38b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling/RandomGeneratePrefab.cs b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs new file mode 100644 index 0000000..a4feb1d --- /dev/null +++ b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs @@ -0,0 +1,130 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Random = System.Random; + +public class RandomGeneratePrefab : MonoBehaviour +{ + GameObject[] prefabs; + GameObject prefab; + Vector3 prefabPosition; + + Random rnd = new Random(); + int[,] Position = new int[10,10]; + int tens; + int ones; + + + void Start() + { + /* A list to store all the prefabs for generating later */ + prefabs = new GameObject[4]; + + /* An empty gameObject in the scene which stores all the prefab gameObjects */ + GameObject prefabRepo = GameObject.Find("PrefabRepository"); + + /* Adding prefabs from repository to the "prefabs" list in the script */ + /* Adjust the size of "prefabs" */ + for (int i = 0; i < prefabs.Length; ++i) + { + prefabs[i] = prefabRepo.transform.GetChild(i).gameObject; + prefabs[i].transform.localScale = new Vector3(0.7f,0.7f,0.7f); + } + + /*In this scene, only special prefabs are required to randomly generate, the position of the existing objects*/ + /*should be marked in the Postion(2D array)*/ + Position[6, 7] = 1; + Position[6, 8] = 1; + Position[6, 9] = 1; + Position[7, 0] = 1; + Position[8, 0] = 1; + Position[9, 0] = 1; + Position[7, 2] = 1; + Position[7, 3] = 1; + Position[7, 7] = 1; + Position[7, 8] = 1; + Position[7, 9] = 1; + Position[8, 7] = 1; + Position[8, 8] = 1; + Position[8, 9] = 1; + Position[9, 7] = 1; + Position[9, 8] = 1; + Position[9, 9] = 1; + + for (int i = 0; i < prefabs.Length; ++i) + { + GenerateObject(i); + } + + /*These codes are only used for test to guarantee the prefabs are created in the right position*/ + //prefabPosition = new Vector3(-7, 0.5f, -8); + //prefab = Instantiate(prefabs[0], prefabPosition, Quaternion.Euler(0, 90, 0)); + } + + + /*Based on the amount of prefabs need to be generated, get the random number the create the prefabs*/ + /*In order to keep the certain distance between each prefabs, when one prefab is created, the small pieces of*/ + /*around this prefab should also be marked "already occupied"*/ + void GenerateObject(int number) + { + CreateRandomNum(); + while (Position[tens, ones] == 1) + { + CreateRandomNum(); + } + Position[tens, ones] = 1; + + + if (tens == 0 && ones == 0) + { + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens == 0 && ones >0 && ones <9) + { + Position[tens, ones - 1] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens > 0 && tens < 9 && ones == 0) + { + Position[tens - 1, ones] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens > 0 && tens < 9 && ones >0 && ones <9) + { + Position[tens - 1, ones] = 1; + Position[tens, ones - 1] = 1; + Position[tens - 1, ones - 1] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + + prefabPosition = new Vector3(-1 * tens, 0.5f, -1 * ones); + prefab = Instantiate(prefabs[number], prefabPosition, Quaternion.Euler(0, 90, 0)); + + } + + /*This function are used to get the random number*/ + void CreateRandomNum() + { + int randomNum = rnd.Next(1,100); + tens = randomNum / 10; + ones = randomNum % 10; + + /*ONlY FOR TEST*/ + //Debug.Log("randomNum: "+ randomNum); + //Debug.Log("tens: " + tens); + //Debug.Log("ones: " + ones); + } + +} diff --git a/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta new file mode 100644 index 0000000..5cdca52 --- /dev/null +++ b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad221e181d51948d18bfe1d0180845b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation.meta b/Assets/Scripts/Navigation.meta new file mode 100644 index 0000000..bdc8039 --- /dev/null +++ b/Assets/Scripts/Navigation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 75e6ef7220e80475d87611a48113d0f5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavSpeakerManager.cs b/Assets/Scripts/Navigation/NavSpeakerManager.cs new file mode 100644 index 0000000..d2b764f --- /dev/null +++ b/Assets/Scripts/Navigation/NavSpeakerManager.cs @@ -0,0 +1,185 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +public class NavSpeakerManager : MonoBehaviour +{ + AudioSource audioSource; // The audioSource which carried by the NavSpeaker + + readonly static bool d_AudioContinuity = false; // Default value of navSpeaker's audio continuity + bool isContinuousAudio = d_AudioContinuity; + +#region Pitch Change Related Variables + + bool wantPitchChangeOnFocus = true; // bool variable indicates if developer wants the audioSource's pitch to change + + float originPitch; // The original value of pitch on NavSpeaker + readonly float pitchMulti = 1.5f; // [Default = 1.5f] Multiplier to apply to pitch when it's focused by user head + + HeadCaster headCaster; // A class on user's head which is used for casting ray/capsule/etc... + + bool focusStatus = false; // The focus status (TRUE/ FALSE) of the current frame + bool lastFocusStatus = false; // The focus status (TRUE/ FALSE) in the last frame + +#endregion + + + // Awake is called before all any other functions in Unity execution sequence + void Awake() + { + /* Initialize the audioSource on NavSpeaker */ + audioSource = GetComponent(); + + /* Making the NavSpeaker completely invisible when the game start */ + GetComponent().enabled = false; + + /* Instantiate a reference to the caster class on User's head */ + headCaster = GameObject.Find("User/Head").GetComponent(); + + /* The original pitch of audioSource on NavSpeaker */ + originPitch = audioSource.pitch; + } + + + /// + /// Function is called on every frame + /// + void Update() + { + /* If user want the pitch to change, we dynamically + * change pitch based on "if user head focus on + * NavSpeaker's direction or not" */ + if (wantPitchChangeOnFocus) + OnFocusChange(); + } + + + /// + /// Function do something when the NavSpeaker is "focused/unfocused" by user's head + /// "Focus" means the "user head is facing the direction of navSpeaker". + /// When focus status is changed, we change the pitch of audioSource of navSpeaker. + /// + void OnFocusChange() + { + /* Get all hits information from head's absolute front capsule cast */ + RaycastHit[] hits = headCaster.AbsFrontCapsuleHits; + + /* If this specific NavSpeaker is hitted by capsule cast. + * It means the user head is "facing" the direction of NavSpeaker + * Thus, the focus status is TRUE. Otherwise, FALSE */ + if (hits != null && Array.Exists(hits, hit => hit.transform == transform)) + focusStatus = true; + else + focusStatus = false; + + /* When the focus status on this frame is changed comparing to that of last frame + * We will try to change pitch of NavSpeaker audioSource if the focus status is changed */ + if (focusStatus != lastFocusStatus) + ChangePitchBasedOnFocus(); + + /* Update "lastFocusStatus" boolean variable */ + lastFocusStatus = focusStatus; + } + + + /// + /// Change the pitch of NavSpeaker + /// + void ChangePitchBasedOnFocus() + { + if (focusStatus) + audioSource.pitch = originPitch * pitchMulti; // If focusStatus is TRUE, raise the pitch + else + audioSource.pitch = originPitch; // If focusStatus is FALSE, revert pitch back to original + } + + + /// + /// Getter and setter of "wantPitchChangeOnFocus" boolean variable + /// + public bool WantPitchChangeOnFocus + { + get { return wantPitchChangeOnFocus; } + set { wantPitchChangeOnFocus = value; } + } + + + /// + /// Getter and Setter function of "isContinuousAudio" boolean variable + /// + public bool IsContinuousNavAudio + { + get { return isContinuousAudio; } + set { isContinuousAudio = value; } + } + + + /// + /// Function for transport the NavSpeaker to a specific position indicated + /// + public void TransportNavSpeaker(Vector3 destinationPoint) + { + /* The y-axis (height) of NavSpeaker will stay at 2 */ + Vector3 adjustedPoint = new Vector3(destinationPoint.x, 2, destinationPoint.z); + + /* Transport the NavSpeaker */ + transform.position = adjustedPoint; + } + + + /// + /// Function to play the navigational audio + /// + public void PlayNavAudio() + { + if (isContinuousAudio) + { + /* Try to unpause first if no audio is playing */ + if (!IsPlaying()) + audioSource.UnPause(); + + /* If after the unpause, the audio is not playing + * ===> it means the audio is never played + * ===> so call Play() function to play it */ + if (!IsPlaying()) + audioSource.Play(); + } + else + audioSource.Play(); + } + + + /// + /// Function to stop the navigational audio + /// + public void StopNavAudio() + { + /* If "audio need to be continuous" ===> pause the audio + * Otherwise ===> stop the audio */ + if (isContinuousAudio) + audioSource.Pause(); + else + audioSource.Stop(); + } + + + /// + /// Function returns whether the navigation audio is playing + /// + public bool IsPlaying() + { + return audioSource.isPlaying; + } + + + /// + /// Function reverts the "audio continuity" of navSpeaker to its default value + /// + public void RevertAudioContinuity() + { + isContinuousAudio = d_AudioContinuity; + } + +} + diff --git a/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta b/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta new file mode 100644 index 0000000..29fc209 --- /dev/null +++ b/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5c9aecf729a164acaa5c82640fe2cb44 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavigationManager.cs b/Assets/Scripts/Navigation/NavigationManager.cs new file mode 100644 index 0000000..84fbd8e --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs @@ -0,0 +1,352 @@ +/******************************************************************/ +/* Programmer: MRCane Development Team */ +/* Date: June 14th, 2022 */ +/* Class: NavigationManager */ +/* Purpose: */ +/* The class controls the navigation system. */ +/* The navigation system will not start automatically. Developers */ +/* need to call the "RestartNavigation" to start the system. */ +/******************************************************************/ + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; + +public class NavigationManager : MonoBehaviour +{ + bool isRunning = false; // bool variable indicates whether a navigation tour from this navigation system is running or not + + public bool useDefaultMessage = false; // bool variable indicates whether speak the default message when starting and ending the navigation system + public bool isRoundTour = false; // bool variable indicates whether this navigation system is for providing a round tour + + List wayPointsTrans = new List(); // a list stores all waypoints' transforms in this scene + int numWayPoints; // number of way points in the scene + + int idxActivePoint; // track the index of active wayPoint + + CaneContact caneContact; // cane contact script on Avatar's cane. Will add objects in navigation system to its doNotDetect list + NavSpeakerManager speakerManager; // Manager takes care of NavSpeaker + + VerbalManager_General verbalManager_General; // the manager who speak out loud to generally introduce the navigation system + readonly string beginWordsRound = "Welcome to navigation session. Please follow the drum beats 3D sound to take a round tour."; + readonly string beginWordsNotRound = "Welcome to navigation session. Please follow the drum beats 3D sound to take a tour."; + readonly string endWordsRound = "Navigation End! You are now at your starting position. Thanks for using!"; + readonly string endWordsNotRound = "Navigation End! Thanks for using!"; + + + #region private functions + + /// + /// Function runs when awake. Awake is the first function to be called in unity execution sequence + /// + void Awake() + { + /* Initial setups which must be done before doing anything in navigation system */ + InitSetup(); + } + + + /// + /// Function does multiple essential initial setups for the navigation system, before it can do anything + /// For example: initialize several objects, get all way points information, and making objects from + /// navigation system cannot be detected by cane + /// + void InitSetup() + { + caneContact = GameObject.Find("/User/GripPoint/Cane").GetComponent(); + speakerManager = transform.Find("NavSpeaker").GetComponent(); // get the child NavSpeaker + verbalManager_General = GetComponent(); // get the verbal manager script which is attached to the Navigation System + + CollectWayPointsInfo(); // get all info about waypoints in the scene + AddToNotDetect(); // add to "objDoNotDetect" list on cane, so cane won't provide feedback for object in NavigationSystem + } + + + /// + /// Function initialize the navigation system. + /// It only activate wayPoint at index 0. + /// + void InitNavigation() + { + /* [Extra Note] + * + * The wayPoints in the scene are set to inactive when they awake. + * The "set to inactive" process happens in the "WayPointManager.cs" script. + * + * However, it's possible that the navigation system is called to restart by developer before + * a previous navigation system is ended ===> taking this very sepcial scenario into account, + * we set all wayPoints to inactive everytime when restarting the navigation system. + */ + DeactivateAllPoints(); + + /* Activate the 1st wayPoint when initialize the system */ + idxActivePoint = 0; + ActivatePointByIndex(idxActivePoint); + } + + + /// + /// Function finishes a navigation tour after the last + /// wayPoint in that tour has been triggered. When call + /// this function, the variable "idxActivePoint" must + /// >= "numWayPoints - 1" + /// + void FinishTour() + { + if (idxActivePoint >= numWayPoints - 1) // only run the following when wayPoints run out, which means the navigation tour needs to finish + { + DeactivatePointByIndex(idxActivePoint); // deactivate the current wayPoint + + /* Convey the default ending message to user */ + if (useDefaultMessage) + { + if (isRoundTour) + verbalManager_General.Speak(endWordsRound); + else + verbalManager_General.Speak(endWordsNotRound); + } + + isRunning = false; // set "isRunning" variable to FALSE when a tour is finished + } + } + + + /// + /// Function gets transforms of all waypoints in the scene + /// + void CollectWayPointsInfo() + { + // if there's no wayPoint trans in the "wayPointsTrans" list, add them + if (wayPointsTrans.Count == 0) + { + numWayPoints = transform.Find("WayPoints").childCount; // number of waypoints in the scene + for (int i = 0; i < numWayPoints; ++i) + wayPointsTrans.Add(transform.Find("WayPoints").GetChild(i)); + } + } + + + /// + /// Function adds objects of "Navigation System" to not detect list on Avatar's cane + /// So it won't trigger feedback when cane hits them + /// + void AddToNotDetect() + { + /* Add the NavSpeaker */ + if (!caneContact.objDoNotDetect.Contains("NavSpeaker")) + caneContact.objDoNotDetect.Add("NavSpeaker"); + + /* Add the wayPoints */ + foreach (Transform trans in wayPointsTrans) + { + string pointName = trans.name; + if (!caneContact.objDoNotDetect.Contains(pointName)) + caneContact.objDoNotDetect.Add(pointName); + } + } + + + /// + /// Function deactivates one wayPoint by its index + /// + void DeactivatePointByIndex(int idx) + { + wayPointsTrans[idx].gameObject.SetActive(false); + } + + + /// + /// Function activates one wayPoint by its index + /// + void ActivatePointByIndex(int idx) + { + wayPointsTrans[idx].gameObject.SetActive(true); + } + + #endregion private functions + + + #region public functions + + /// + /// Function deactivates all the wayPoints + /// + public void DeactivateAllPoints() + { + foreach (Transform pointTrans in wayPointsTrans) + pointTrans.gameObject.SetActive(false); + } + + + /// + /// Function deactivates all the wayPoints + /// + public void ActivateAllPoints() + { + foreach (Transform pointTrans in wayPointsTrans) + pointTrans.gameObject.SetActive(true); + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + + + /// + /// + /// Function kill the current active navigation system and start a new one. + /// If no existing navigation system is running, the function will just start a + /// new navigation session + /// + /// Usage: + /// Can be called from other class to start a navigation session + /// + /// + public void RestartNavSystem() + { + isRunning = true; // this navigation system is started, so change variable "isRunning" to TRUE + + InitNavigation(); // initialize all wayPoints => index 0 is activated, and the rest will all be deactivated + + /* Convey the default beinging message to user */ + if (useDefaultMessage) + { + if (isRoundTour) + verbalManager_General.Speak(beginWordsRound); + else + verbalManager_General.Speak(beginWordsNotRound); + } + } + + + /// + /// Function completely shuts down a navigation session. + /// Deactivating all way points of the system, and stop the audio from navigation speaker. + /// It can be called from other functions for ending a navigation system at developer's needs. + /// + public void EndNavSystem() + { + /* Deactivate all way points */ + DeactivateAllPoints(); + + /* Stop sound playing from Nav Speaker */ + speakerManager.StopNavAudio(); + + /* Update isRunning variable */ + isRunning = false; + } + + + /// + /// Function deactivates current way point and activate the next + /// Will be called from the way point which hit the Avatar's body + /// + public void NextPoint() + { + if (idxActivePoint < numWayPoints - 1) // if more wayPoints are available + { + DeactivatePointByIndex(idxActivePoint); // deactivate the current wayPoint + ActivatePointByIndex(++idxActivePoint); // activate the next wayPoint by its index + } + else // if no more wayPoints ===> deactivate the active one + FinishTour(); // finishing a navigation tour + } + + + /// + /// Function plays 3D sound from all way points one-by-one at its original or reversed order + /// + /// [Parameters] + /// 1.reverseOrder = boolean variable indicates whether play sound from way points in reverse order or not + /// 2. waitTime = the time (in seconds) of waiting for playing sound from next wait point after playing a previous one + /// + /// [Note on returned value] + /// This async function returns a boolean variable TRUE when the process is done. + /// + /// Developers can create a async function in their class. + /// In that function, developer can wait for this function to be done before doing any other things + /// For example ===> "await x = PlayAllWayPoints();" + /// + /// If developers can also call this function in an synchronized function in their class. + /// For example ===> "_ = PlayAllWayPoints();" + /// + + public async Task PlayAllWayPoints(bool reverseOrder = false, float waitTime = 1f) + { + /* User input of "waitTime" is in second, we need to cast it + * into milliseconds before feeding to Task.Delay() function */ + int newWaitTime = (int)(waitTime * 1000); + + /* A list of way points to play (reverse it if needed) */ + List pointsToPlayTrans = UsefulTools.ListDeepCopy(wayPointsTrans); + + if (reverseOrder) + pointsToPlayTrans.Reverse(); + + /* Play the way points in the list "pointsToPlayTrans" */ + foreach (Transform pointTrans in pointsToPlayTrans) + { + /* Activate way point and wait for a while only when application is active + * Once a way point is active, the 3D sound will play from it */ + if (Application.isPlaying) + { + pointTrans.gameObject.SetActive(true); + await Task.Delay(newWaitTime); + } + + /* Only deactivate an activated way point if the application is running. + * If the application is stopped, and an way point has been activated and + * the waitTime is undergoing ===> we don't deactivate this way point after + * the waiting time is completed */ + if (Application.isPlaying) + pointTrans.gameObject.SetActive(false); + } + + /* Stop playing audio from Nav Speaker if speakerManager object is not NULL */ + if (speakerManager) + speakerManager.StopNavAudio(); + + /* Return true when this way points playing process is done*/ + return true; + } + + + /// + /// + /// Set the continuity of the navigation audio. + /// "Continuity" means whether "restart a navigation audio" or "resume an paused navigation audio" + /// when calling "PlayNavAudio()" from NavSpeakerManager class. + /// + /// [Example] + /// The function can be called before calling PlayAllWayPoints() function. Then, the user will hear + /// continuous navigation audio when jumping from point to point. If the function SetNavAudioContinuity() + /// is not called ===> each time jumping to a new way point will restart the navigation audio again. + /// + /// + public void SetNavAudioContinuity(bool isContinuous = false) + { + if (speakerManager) + speakerManager.IsContinuousNavAudio = isContinuous; + } + + + /// + /// Function revert audio continuity of navSpeaker to its default value + /// + public void RevertAudioContinuity() + { + if (speakerManager) + speakerManager.RevertAudioContinuity(); + } + + #endregion public functions + +} + diff --git a/Assets/Scripts/Navigation/NavigationManager.cs.meta b/Assets/Scripts/Navigation/NavigationManager.cs.meta new file mode 100644 index 0000000..1305dd0 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c21301fabf894a5aabe4c92c6727fcc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/WayPointManager.cs b/Assets/Scripts/Navigation/WayPointManager.cs new file mode 100644 index 0000000..5a95739 --- /dev/null +++ b/Assets/Scripts/Navigation/WayPointManager.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; + +public class WayPointManager : MonoBehaviour +{ + NavigationManager navManager; // Manager in charge of navigation system => will update the "collide with Avatar status" to NavigationManager + NavSpeakerManager speakerManager; // Manager takes care of NavSpeaker => will turn off its navigational sound when playing success music from wayPoint + + AudioSource audioSource; // The audioSource which carried by the wayPoint + + bool hitUser; // The variable track if the wayPoint hits the user avatar or not. Only the first hit counts + + + /// + /// Awake is called before all any other functions in Unity execution sequence + /// + /// [Detail] + /// For all wayPoints, we want them to be disabled when scene started, and when they + /// awake. So we call "SetActive" function in awake to disable all of them. They will + /// be activated by "NavigationManager" when it's needed + /// + /// + private void Awake() + { + /* Get the script of navigation manager */ + navManager = transform.root.GetComponent(); + + /* Get the script of navSpeaker manager from its own navigation system */ + speakerManager = transform.root.Find("NavSpeaker").GetComponent(); + + /* Get the AudioSource on wayPoint */ + audioSource = GetComponent(); + + /* Set the wayPoint itself to inactive */ + transform.gameObject.SetActive(false); + } + + + /// + /// Function called everytime when the wayPoint, which it attached to, become active + /// + private void OnEnable() + { + /* Set waypoint to "never ever hit an user" status whenever been newly activated */ + hitUser = false; + + /* Grab the navigation speaker to current waypoint and let it play sound */ + GrabNavSpeakerAndPlay(); + } + + + /// + /// When a wayPoint collided with Avatar's body, it will set "pointShouldBeActive" + /// variable in "NavigationManager.cs" to False. Then the "NavigationManager" will + /// know it's time to deactivate this wayPoint and activate the next (if available) + /// + private void OnCollisionEnter(Collision collision) + { + if (!hitUser) // if the wayPoint never hits user avatar + { + Collider collider = collision.collider; // get the collider + + if (collider.transform.root.name == "User" && collider.name == "Body") // if collided with Avatar's body + { + hitUser = true; // turn the hitUser boolean variable to TRUE, so it won't detect duplicated hits + + speakerManager.StopNavAudio(); // stop ongoing navigational music on NavSpeaker + audioSource.Play(); // playing success music from the wayPoint to tell the user they reach a waypoint + StartCoroutine(WaitForSound()); // wait for success music to finish before update status to navigation manager + } + } + } + + + /// + /// Wait the wayPoint to finish playing the success sounds, before + /// + private IEnumerator WaitForSound() + { + while (audioSource.isPlaying) // wait for the success music to play before taking other action + { + yield return null; + } + + navManager.NextPoint(); // once collided with Avatar's body, ask the Navigation Manager to set the current point to inactive, and set the next point to active + } + + + /// + /// Function grabs the navSpeaker to the current waypoint and play the audio in it + /// + void GrabNavSpeakerAndPlay() + { + Vector3 position = transform.position; // get position of current waypoint + speakerManager.TransportNavSpeaker(position); // transport the NavSpeaker to new wayPoint + speakerManager.PlayNavAudio(); // play navigation audio + } + + + /// + /// Function does things-to-do after triggering a way point + /// Will be used in "Way Point Tutorial" scene + /// + public async Task AfterTriggerWayPoint() + { + /* stop ongoing navigational music on NavSpeaker */ + speakerManager.StopNavAudio(); + + /* Playing success music from the wayPoint after triggering */ + audioSource.Play(); + + /* Wait for the success music to play before taking other action */ + while (audioSource && audioSource.isPlaying) + await Task.Yield(); + + /* Return true when the process above is done */ + return true; + } + +} + diff --git a/Assets/Scripts/Navigation/WayPointManager.cs.meta b/Assets/Scripts/Navigation/WayPointManager.cs.meta new file mode 100644 index 0000000..2494042 --- /dev/null +++ b/Assets/Scripts/Navigation/WayPointManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 12cd404a43b0b4ae1af4272aaa4b8e84 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs index e9f5aa1..2a6097d 100644 --- a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs +++ b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs @@ -1,3 +1,325 @@ +// using System; +// using System.Collections; +// using System.Collections.Generic; +// using Unity.VisualScripting; +// using UnityEngine; +// using UnityEngine.SearchService; +// using UnityEngine.Tilemaps; +// using UnityEngine.UI; +// using UnityEngine.UIElements; + +// public class BuildingSystem : MonoBehaviour +// { +// public static BuildingSystem current; +// public GridLayout gridLayout; +// public Grid grid; +// [SerializeField] private Tilemap MainTilemap; +// [SerializeField] private TileBase whiteTile; + +// // Prefabs & Objects +// public GameObject prefab1; +// public GameObject prefab2; +// public GameObject Selected; + +// // Input Settings +// private float doubleClickTime = 0.3f; +// private float lastClickTime = 0f; + +// // Scaling Objects +// public enum size { small, medium, large } +// public UnityEngine.UI.Slider scaleSlider; +// size currentSize = size.small; + +// private PlaceableObject objectToPlace; +// public static int ObjectCount = 0; + +// #region Unity Methods + +// // UI References +// [SerializeField] public GameObject content; +// [SerializeField] private GameObject objectPlacement; +// [SerializeField] private GameObject objectScale; +// [SerializeField] private GameObject saveLoad; +// [SerializeField] private GameObject homeBtn; +// [SerializeField] private GameObject trashBtn; +// Color defaultColor; + +// // PlacementSystem Fields +// [SerializeField] private GameObject mouseIndicator; +// [SerializeField] private InputManager inputManager; +// [SerializeField] private GameObject gridVisualization; +// [SerializeField] private GameObject SelectionBox; + +// private void Awake() +// { +// current = this; +// grid = gridLayout.gameObject.GetComponent(); +// } + +// private void Start() +// { +// Transform transformBtn = content.transform.GetChild(0); +// UnityEngine.UI.Button btn = transformBtn.GetComponent(); +// defaultColor = btn.GetComponent().color; + +// unhighlightButtons(); + +// } + +// private void Update() +// { +// if (Input.GetMouseButtonDown(0)) +// { +// if (IsDoubleClick()) +// { +// if (objectToPlace != null && CanBePlaced(objectToPlace)) +// { +// objectToPlace.Place(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// TakeArea(start, objectToPlace.Size); +// } +// } +// else +// { +// SelectObject(); +// } +// } + +// if (scaleSlider != null && objectToPlace != null) +// { +// scaleSlider.value = objectToPlace.transform.localScale.x; +// scaleSlider.onValueChanged.AddListener(UpdateScale); +// } + +// if (!objectToPlace) +// { +// return; +// } + +// Vector3 mousePosition = inputManager.GetSelectedMapPosition(); +// Vector3Int gridPosition = grid.WorldToCell(mousePosition); + +// if (mouseIndicator != null) +// { +// mouseIndicator.transform.position = grid.GetCellCenterWorld(gridPosition); +// } +// } + +// #region Utils + +// public static Vector3 GetMouseWorldPosition() +// { +// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); +// if (Physics.Raycast(ray, out RaycastHit raycastHit)) +// { +// return raycastHit.point; +// } +// else +// { +// return Vector3.zero; +// } +// } + +// public Vector3 SnapCoordinationToGrid(Vector3 position) +// { +// Vector3Int cellPos = gridLayout.WorldToCell(position); +// position = grid.GetCellCenterWorld(cellPos); +// return position; +// } + +// private void UpdateScale(float newScale) +// { +// Vector3 currentScale = objectToPlace.transform.localScale; +// objectToPlace.transform.localScale = new Vector3(newScale, currentScale.y, currentScale.z); +// } + +// private static TileBase[] GetTilesBlock(BoundsInt area, Tilemap tilemap) +// { +// TileBase[] array = new TileBase[area.size.x * area.size.y * area.size.z]; +// int counter = 0; + +// foreach (var v in area.allPositionsWithin) +// { +// Vector3Int pos = new Vector3Int(v.x, v.y, z: 0); + +// array[counter] = tilemap.GetTile(pos); +// counter++; +// } + +// return array; +// } + +// private bool IsDoubleClick() +// { +// bool isDouble = Time.time - lastClickTime < doubleClickTime; +// lastClickTime = Time.time; +// return isDouble; +// } + +// #endregion // Utils + +// #region Building Placement + +// public void RotateSelected() +// { +// if (Selected) objectToPlace.Rotate(); +// } + +// public void ClearObjectToPlace() +// { +// objectToPlace = null; +// unhighlightButtons(); +// } + +// public void DestroySelected() +// { +// if (Selected) +// { +// Destroy(objectToPlace.gameObject); +// Selected = null; +// objectToPlace = null; +// unhighlightButtons(); +// } +// } + +// public void PlaceSelected() +// { +// if (Selected) +// { +// if (CanBePlaced(objectToPlace)) +// { +// objectToPlace.Place(); +// Selected = null; +// unhighlightButtons(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// TakeArea(start, objectToPlace.Size); +// } +// } +// } + +// private void unhighlightButtons() +// { +// objectPlacement.SetActive(false); +// objectScale.SetActive(false); +// saveLoad.SetActive(true); +// homeBtn.SetActive(true); +// trashBtn.SetActive(true); +// foreach (Transform child in content.transform) +// { +// UnityEngine.UI.Button btn = child.GetComponent(); +// if (btn != null) +// btn.GetComponent().color = defaultColor; +// } +// } + +// private void highlightButtons() +// { +// objectPlacement.SetActive(true); +// objectScale.SetActive(true); +// saveLoad.SetActive(false); +// homeBtn.SetActive(false); +// trashBtn.SetActive(false); +// foreach (Transform child in content.transform) +// { +// UnityEngine.UI.Button btn = child.GetComponent(); +// if (btn != null) +// btn.GetComponent().color = defaultColor; +// } +// } + +// public void InitializeWithObject(GameObject prefab) +// { +// Vector3 position = SnapCoordinationToGrid(Vector3.zero); + +// GameObject obj = Instantiate(prefab, position, Quaternion.identity); +// obj.name = prefab.name + " #" + ObjectCount++; + +// Renderer renderer = obj.GetComponent(); +// if (renderer != null) +// { +// position.y += renderer.bounds.extents.y; +// } +// obj.transform.position = position; + +// objectToPlace = obj.GetComponent(); +// obj.AddComponent(); + +// Selected = obj; + +// if (objectToPlace != null) +// objectToPlace.SetColor(new Color(0, 1, 0, 0.5f)); + +// unhighlightButtons(); +// } + +// private bool CanBePlaced(PlaceableObject placeableObject) +// { +// BoundsInt area = new BoundsInt(); +// area.position = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// area.size = placeableObject.Size; + +// TileBase[] baseArray = GetTilesBlock(area, MainTilemap); + +// foreach (var b in baseArray) +// { +// if (b == whiteTile) +// { +// return false; +// } +// } +// return true; +// } + +// private void SelectObject() +// { +// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); +// RaycastHit hit; + +// if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("PlaceableObject")) +// { +// Selected = hit.collider.gameObject; +// objectToPlace = Selected.GetComponent(); +// Debug.Log(Selected); +// Selected.AddComponent(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// UnfillArea(start, objectToPlace.Size); +// highlightButtons(); +// } +// } + +// public void TakeArea(Vector3Int start, Vector3Int size) +// { +// MainTilemap.BoxFill(start, whiteTile, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); +// } + +// public void UnfillArea(Vector3Int start, Vector3Int size) +// { +// MainTilemap.BoxFill(start, null, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); +// } + +// public void changeSize(size s) +// { +// GameObject obj = Selected; +// switch (s) +// { +// case size.small: +// obj.transform.localScale = new Vector3(1f, 1f, 1f); +// break; +// case size.medium: +// obj.transform.localScale = new Vector3(3f, 3f, 3f); +// break; +// case size.large: +// obj.transform.localScale = new Vector3(5f, 5f, 5f); +// break; +// default: +// break; +// } +// } + + +// } +// #endregion +// #endregion using System; using System.Collections; using System.Collections.Generic; @@ -68,20 +390,28 @@ private void Start() private void Update() { + if (Input.GetKeyDown(KeyCode.Z)) + RotateSelected(); + if (Input.GetMouseButtonDown(0)) { if (IsDoubleClick()) { - if (objectToPlace != null && CanBePlaced(objectToPlace)) + if (objectToPlace != null && !objectToPlace.Placed && CanBePlaced(objectToPlace)) { objectToPlace.Place(); Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); TakeArea(start, objectToPlace.Size); + objectToPlace = null; + Selected = null; + unhighlightButtons(); } } else { - SelectObject(); + // Only select when no unplaced object is being dragged + if (objectToPlace == null || objectToPlace.Placed) + SelectObject(); } } @@ -90,8 +420,46 @@ private void Update() scaleSlider.value = objectToPlace.transform.localScale.x; scaleSlider.onValueChanged.AddListener(UpdateScale); } + // Space — place active object + if (Input.GetKeyDown(KeyCode.Space)) + { + if (objectToPlace != null && !objectToPlace.Placed && CanBePlaced(objectToPlace)) + { + objectToPlace.Place(); + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(start, objectToPlace.Size); + objectToPlace = null; + Selected = null; + unhighlightButtons(); + } + } + + if (Input.GetKeyDown(KeyCode.Z)) + objectToPlace?.Rotate(); - if (!objectToPlace) + if (Input.GetKeyDown(KeyCode.Escape)) + { + if (Selected != null) + { + UnityEngine.EventSystems.EventSystem.current?.SetSelectedGameObject(null); + + PlaceableObject po = Selected.GetComponent(); + if (po != null) + { + Vector3Int start = gridLayout.WorldToCell(po.GetStartPosition()); + UnfillArea(start, po.Size); + } + + ObjectDrag drag = Selected.GetComponent(); + if (drag != null) DestroyImmediate(drag); + + Destroy(Selected); + Selected = null; + objectToPlace = null; + unhighlightButtons(); + } + } + if (objectToPlace == null || objectToPlace.Placed) { return; } @@ -103,7 +471,8 @@ private void Update() { mouseIndicator.transform.position = grid.GetCellCenterWorld(gridPosition); } - } + +} #region Utils @@ -165,12 +534,25 @@ public void RotateSelected() if (Selected) objectToPlace.Rotate(); } + public void ClearObjectToPlace() + { + objectToPlace = null; + Selected = null; + unhighlightButtons(); + } + public void DestroySelected() { if (Selected) { + if (objectToPlace != null && objectToPlace.Placed) + { + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + UnfillArea(start, objectToPlace.Size); + } Destroy(objectToPlace.gameObject); Selected = null; + objectToPlace = null; unhighlightButtons(); } } @@ -203,6 +585,7 @@ private void unhighlightButtons() if (btn != null) btn.GetComponent().color = defaultColor; } + PlaceableObject.UpdateAllObjectColors(); } private void highlightButtons() @@ -268,16 +651,45 @@ private void SelectObject() Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; - if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("Selectable")) + if (!Physics.Raycast(ray, out hit)) { - Selected = hit.collider.gameObject; - objectToPlace = Selected.GetComponent(); - Debug.Log(Selected); - Selected.AddComponent(); - Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); - UnfillArea(start, objectToPlace.Size); - highlightButtons(); + Debug.Log("SelectObject: raycast hit nothing"); + return; } + + Debug.Log("SelectObject: hit " + hit.collider.gameObject.name + " tag=" + hit.collider.gameObject.tag); + + if (!hit.collider.gameObject.CompareTag("Selectable")) + { + Debug.Log("SelectObject: tag is not Selectable, skipping"); + return; + } + + // If clicking the already-selected object, do nothing + if (hit.collider.gameObject == Selected) return; + + // Re-fill tilemap for previously selected object before switching + if (Selected != null && objectToPlace != null && objectToPlace.Placed) + { + ObjectDrag oldDrag = Selected.GetComponent(); + if (oldDrag != null) DestroyImmediate(oldDrag); + Vector3Int oldStart = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(oldStart, objectToPlace.Size); + } + + Selected = hit.collider.gameObject; + objectToPlace = Selected.GetComponent(); + Debug.Log("SelectObject: selected " + Selected.name); + + // DestroyImmediate so old ObjectDrag is gone before adding new one + ObjectDrag existing = Selected.GetComponent(); + if (existing != null) DestroyImmediate(existing); + Selected.AddComponent(); + + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + UnfillArea(start, objectToPlace.Size); + highlightButtons(); + PlaceableObject.UpdateAllObjectColors(); } public void TakeArea(Vector3Int start, Vector3Int size) @@ -312,4 +724,4 @@ public void changeSize(size s) } #endregion -#endregion \ No newline at end of file +#endregion \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs index d931560..a040ba1 100644 --- a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs +++ b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.EventSystems; public class ClickToDelete : MonoBehaviour { @@ -14,19 +15,28 @@ void Start() // Update is called once per frame void Update() { - if (Input.GetMouseButtonDown(0)) + if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { - if (Input.GetMouseButtonDown(0)) + GameObject objectToDelete = hit.collider.gameObject; + if (deleteTool.activeSelf && objectToDelete.CompareTag("Selectable")) { - GameObject objectToDelete = hit.collider.gameObject; - if (deleteTool.activeSelf && objectToDelete.tag == "Selectable") - Destroy(objectToDelete); + // Clear tilemap so space isn't permanently blocked + PlaceableObject po = objectToDelete.GetComponent(); + if (po != null && po.Placed) + { + Vector3Int start = BuildingSystem.current.gridLayout.WorldToCell(po.GetStartPosition()); + BuildingSystem.current.UnfillArea(start, po.Size); + } + // Clear state so you can add new objects after deleting + if (BuildingSystem.current.Selected == objectToDelete) + BuildingSystem.current.ClearObjectToPlace(); + Destroy(objectToDelete); } } } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs index 297b57d..54d7578 100644 --- a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs +++ b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs @@ -150,23 +150,20 @@ public void ObjectColors() } GameObject selectedObject = BuildingSystem.current?.Selected; + bool isSelected = selectedObject == gameObject; + + Debug.Log($"[ObjectColors] {gameObject.name}: Placed={Placed}, isSelected={isSelected}, renderer={objectRenderer?.name ?? "NULL"}"); if (Placed) { - if(selectedObject != gameObject) + if (isSelected) + SetColor(new Color(0, 1, 0, 1)); + else SetColor(originalColor); - if (selectedObject == gameObject) - { - SetColor(new Color(0, 1, 0, 1)); // Green for selected objects - } } else { - // if (IsOverlapping(this.gameObject)) - // { - // SetColor(new Color(1, 0, 0, 0.5f)); // Red for invalid placement - // } - SetColor(new Color(0, 1, 0, 0.5f)); // Green for valid placement + SetColor(new Color(0, 1, 0, 0.5f)); } } @@ -356,5 +353,4 @@ public static void SetSelectedObject(GameObject selectedObject) // return overlappingObjects; // } -} - +} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/DownloadPanel.cs b/Assets/Scripts/SaveLoad/DownloadPanel.cs new file mode 100644 index 0000000..3e2ce37 --- /dev/null +++ b/Assets/Scripts/SaveLoad/DownloadPanel.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEngine.UI; + +public class DownloadPanel : MonoBehaviour +{ + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] Button[] slotButtons; // assign Slot1-4 buttons + + void OnEnable() + { + // Grey out buttons for empty slots when panel opens + for (int i = 0; i < slotButtons.Length; i++) + { + int slot = i + 1; + slotButtons[i].interactable = firebaseHandler.SlotExists(slot); + } + } +} diff --git a/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta b/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta new file mode 100644 index 0000000..2a98efa --- /dev/null +++ b/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8fb5f7037e362a42ba35e4843843d18 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveLoad/FirebaseHandler.cs b/Assets/Scripts/SaveLoad/FirebaseHandler.cs index fc11348..f43ccfb 100644 --- a/Assets/Scripts/SaveLoad/FirebaseHandler.cs +++ b/Assets/Scripts/SaveLoad/FirebaseHandler.cs @@ -1,114 +1,378 @@ +// using System; +// using System.Collections; +// using System.Collections.Generic; +// using Firebase.Database; +// using UnityEngine; + +// public class FirebaseHandler : MonoBehaviour +// { +// private DatabaseReference root; +// Dictionary objects = new Dictionary(); + +// void Start() { +// root = FirebaseDatabase.DefaultInstance.RootReference; +// } + +// private void InitObjects() +// { +// objects.Clear(); +// GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("PlaceableObject"); + +// foreach (var obj in gameObjects) +// { +// objects.Add(obj.name, obj); +// } +// } + +// private void DestroyObjects() +// { +// GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("PlaceableObject"); + +// foreach (var obj in gameObjects) +// { +// Destroy(obj); +// } + +// BuildingSystem.ObjectCount = 0; +// } + +// private string Serialize(GameObjectData[] items, bool prettyPrint = false) { +// Environment env = new(items); +// return JsonUtility.ToJson(env, prettyPrint); +// } + +// private Environment Deserialize(string json) { +// return JsonUtility.FromJson(json); +// } + +// public void SaveEnvironment(int slot) +// { +// InitObjects(); +// List objectData = new List(); +// foreach (var obj in objects) objectData.Add(new GameObjectData(obj.Value)); + +// // Serialize Environment data to a single JSON +// string json = Serialize(objectData.ToArray()); + +// // Save JSON to Database; "authorname" is a placeholder +// root.Child("Environments").Child("authorname-SLOT" + slot).SetRawJsonValueAsync(json); +// } + + + +// private IEnumerator QueryEnvironmentByName(string name, Action onResult) { +// var query = root +// .Child("Environments") +// .Child(name) +// .GetValueAsync(); + +// yield return new WaitUntil(() => query.IsCompleted); + +// if (query.Exception == null && query.Result != null && query.Result.HasChildren) onResult?.Invoke(query.Result); +// else onResult?.Invoke(null); +// } + +// // slot = 0 -> load nothing +// public void LoadEnvironment(int slot) { +// // "authorname" is a placeholder +// string envName = "authorname-SLOT" + slot; + +// // Reset environment builder +// DestroyObjects(); +// BuildingSystem.ObjectCount = 0; + +// if (slot == 0) return; + +// else +// StartCoroutine(QueryEnvironmentByName(envName, (DataSnapshot snapshot) => { +// if (snapshot != null) { +// // Get the data from Firebase and parse it into an Environment object +// Environment env = Deserialize(snapshot.GetRawJsonValue()); + +// // Load all PlaceableObjects +// GameObjectData[] objectData = env.Items; + +// foreach (var data in objectData) { +// GameObject prefab = Resources.Load("Prefabs/" + data.prefabName); +// if (prefab != null) { +// GameObject obj = Instantiate(prefab); + +// obj.GetComponent(); +// obj.name = data.prefabName + "#" + BuildingSystem.ObjectCount++; +// obj.transform.SetPositionAndRotation(data.position, data.rotation); +// obj.transform.localScale = data.scale; +// obj.tag = "Selectable"; +// obj.transform.SetParent(null); +// obj.SetActive(true); +// } +// else Debug.LogError("Prefab not found: " + data.prefabName); +// } +// } +// else Debug.LogError("Environment data not found: " + envName); +// })); +// } +// } + +// [Serializable] +// public class GameObjectData +// { +// public string name; +// public string prefabName; +// public Vector3 position; +// public Quaternion rotation; +// public Vector3 scale; + +// public GameObjectData(GameObject gameObject) +// { +// if (gameObject != null) +// { +// PlaceableObject obj = gameObject.GetComponent(); +// if (obj != null) +// { +// name = obj.name; +// prefabName = obj.prefabName; +// position = gameObject.transform.position; +// rotation = gameObject.transform.rotation; +// scale = gameObject.transform.localScale; +// } +// else +// { +// Debug.LogWarning("Has no PlaceableObject component: " + gameObject.name); +// } +// } +// } +// } + +// [Serializable] +// public class Environment { + +// public string Name; +// public int ObjectCount; +// public GameObjectData[] Items; + +// public Environment(GameObjectData[] items) { +// Name = "untitled"; +// Items = items; +// ObjectCount = BuildingSystem.ObjectCount; +// } +// } +using SFB; using System; -using System.Collections; using System.Collections.Generic; -using Firebase.Database; +using System.IO; using UnityEngine; +using System.Runtime.InteropServices; public class FirebaseHandler : MonoBehaviour { - private DatabaseReference root; - Dictionary objects = new Dictionary(); + public string CurrentMapName { get; private set; } = ""; + public int CurrentSlot { get; private set; } = 0; - void Start() { - root = FirebaseDatabase.DefaultInstance.RootReference; - } + private static string GetSlotPath(int slot) => + Path.Combine(Application.persistentDataPath, UserSession.Username + "-SLOT" + slot + ".json"); - private void InitObjects() + private static GameObject LoadPrefab(string prefabName) { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - objects.Clear(); - foreach (var obj in gameObjects) + string[] folders = { "Prefabs/PlaceableObjects/", "Prefabs/DepercatedObjects/", "Prefabs/" }; + foreach (string folder in folders) { - objects.Add(obj.name, obj); + GameObject prefab = Resources.Load(folder + prefabName); + if (prefab != null) return prefab; } + return null; } - - private void DestroyObjects() + + public void DestroyObjects() { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - foreach (var obj in gameObjects) - { + foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Selectable")) Destroy(obj); + BuildingSystem.ObjectCount = 0; + CurrentMapName = ""; + } + + private string Serialize(GameObjectData[] items, string mapName) => + JsonUtility.ToJson(new Environment(items, mapName), true); + + private Environment Deserialize(string json) => + JsonUtility.FromJson(json); + + public void SaveEnvironment(int slot) => SaveEnvironment(slot, "Slot " + slot); + + public void SaveEnvironment(int slot, string mapName) + { + List objectData = new List(); + foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Selectable")) + { + GameObjectData data = new(obj); + if (data.IsValid) objectData.Add(data); } - BuildingSystem.ObjectCount = 0; + string json = Serialize(objectData.ToArray(), mapName); + File.WriteAllText(GetSlotPath(slot), json); + CurrentMapName = mapName; + CurrentSlot = slot; + Debug.Log("Saved to: " + GetSlotPath(slot)); } - - private string Serialize(GameObjectData[] items, bool prettyPrint = false) { - Environment env = new(items); - return JsonUtility.ToJson(env, prettyPrint); + + public void LoadEnvironment(int slot) + { + DestroyObjects(); + + if (slot == 0) return; + + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + Debug.LogWarning("No save found at: " + path); + return; + } + + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + CurrentMapName = env.Name; + CurrentSlot = slot; + + foreach (GameObjectData data in env.Items) + { + GameObject prefab = LoadPrefab(data.prefabName); + if (prefab == null) + { + Debug.LogError("Prefab not found: " + data.prefabName); + continue; + } + + GameObject obj = Instantiate(prefab); + + PlaceableObject placeableObj = obj.GetComponent(); + if (placeableObj != null) + { + placeableObj.prefabName = data.prefabName; + placeableObj.Place(); + } + + obj.name = data.prefabName + " #" + BuildingSystem.ObjectCount++; + obj.transform.SetPositionAndRotation(data.position, data.rotation); + obj.transform.localScale = data.scale; + obj.transform.SetParent(null); + obj.SetActive(true); + } } - private Environment Deserialize(string json) { - return JsonUtility.FromJson(json); + public void UploadEnvironment(int slot, string filePath) + { + if (!File.Exists(filePath)) + { + Debug.LogError("File not found: " + filePath); + return; + } + + string json = File.ReadAllText(filePath); + Environment env = Deserialize(json); + + if (env == null || env.Items == null || env.Items.Length == 0) + { + Debug.LogError("Invalid or empty JSON file."); + return; + } + + File.WriteAllText(GetSlotPath(slot), json); + Debug.Log("Uploaded to slot " + slot); } - public void SaveEnvironment(int slot) + public void GetSlotName(int slot, Action onResult) { - InitObjects(); - List objectData = new List(); - foreach (var obj in objects) objectData.Add(new GameObjectData(obj.Value)); - - // Serialize Environment data to a single JSON - string json = Serialize(objectData.ToArray()); + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + onResult?.Invoke(null); + return; + } + + try + { + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + + int count = env.Items != null ? env.Items.Length : env.ObjectCount; + string countLine = count + (count == 1 ? " object" : " objects"); + + string display = env.Name; + if (!string.IsNullOrEmpty(env.SavedAt)) display += "\n" + env.SavedAt; + display += "\n" + countLine; - // Save JSON to Database; "authorname" is a placeholder - root.Child("Environments").Child("authorname-SLOT" + slot).SetRawJsonValueAsync(json); + onResult?.Invoke(display); + } + catch + { + onResult?.Invoke(null); + } } - private IEnumerator QueryEnvironmentByName(string name, Action onResult) { - var query = root - .Child("Environments") - .Child(name) - .GetValueAsync(); - - yield return new WaitUntil(() => query.IsCompleted); + #if UNITY_WEBGL && !UNITY_EDITOR + [DllImport("__Internal")] + private static extern void DownloadTextFile(string filename, string content); + #endif + + public bool SlotExists(int slot) => File.Exists(GetSlotPath(slot)); + + public bool RenameCurrentMap(string newName) + { + if (CurrentSlot == 0) return false; + return RenameEnvironment(CurrentSlot, newName); + } + + public bool RenameEnvironment(int slot, string newName) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) return false; - if (query.Exception == null && query.Result != null && query.Result.HasChildren) onResult?.Invoke(query.Result); - else onResult?.Invoke(null); + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + env.Name = string.IsNullOrWhiteSpace(newName) ? "Slot " + slot : newName.Trim(); + CurrentMapName = env.Name; + File.WriteAllText(path, JsonUtility.ToJson(env, true)); + return true; } - // slot = 0 -> load nothing - public void LoadEnvironment(int slot) { - // "authorname" is a placeholder - string envName = "authorname-SLOT" + slot; + public bool DeleteEnvironment(int slot) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) return false; + File.Delete(path); + Debug.Log("Deleted slot " + slot + " at: " + path); + return true; + } - // Reset environment builder - DestroyObjects(); - BuildingSystem.ObjectCount = 0; + public string DownloadMap(int slot) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + Debug.LogWarning("No save found at slot " + slot); + return "No map saved in slot " + slot; + } - if (slot == 0) return; - - else - StartCoroutine(QueryEnvironmentByName(envName, (DataSnapshot snapshot) => { - if (snapshot != null) { - // Get the data from Firebase and parse it into an Environment object - Environment env = Deserialize(snapshot.GetRawJsonValue()); - - // Load all PlaceableObjects - GameObjectData[] objectData = env.Items; - - foreach (var data in objectData) { - GameObject prefab = Resources.Load("Prefabs/" + data.prefabName); - if (prefab != null) { - GameObject obj = Instantiate(prefab); - - obj.GetComponent(); - obj.name = data.prefabName + "#" + BuildingSystem.ObjectCount++; - obj.transform.SetPositionAndRotation(data.position, data.rotation); - obj.transform.localScale = data.scale; - obj.tag = "Selectable"; - obj.transform.SetParent(null); - obj.SetActive(true); - } - else Debug.LogError("Prefab not found: " + data.prefabName); - } - } - else Debug.LogError("Environment data not found: " + envName); - })); + string json = File.ReadAllText(path); + string filename = UserSession.Username + "-SLOT" + slot + ".json"; + + #if UNITY_WEBGL && !UNITY_EDITOR + DownloadTextFile(filename, json); + return "Map downloaded"; + #elif UNITY_IOS && !UNITY_EDITOR + GUIUtility.systemCopyBuffer = json; + Debug.Log("Map JSON copied to clipboard"); + return "Map copied to clipboard"; + #else + string dest = Path.Combine( + System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop), + filename + ); + File.WriteAllText(dest, json); + Debug.Log("Map saved to Desktop: " + dest); + return "Map saved to Desktop"; + #endif } + } [Serializable] @@ -119,38 +383,39 @@ public class GameObjectData public Vector3 position; public Quaternion rotation; public Vector3 scale; - + + public bool IsValid => !string.IsNullOrEmpty(prefabName); + public GameObjectData(GameObject gameObject) { - if (gameObject != null) + PlaceableObject obj = gameObject.GetComponent(); + if (obj == null) { - PlaceableObject obj = gameObject.GetComponent(); - if (obj != null) - { - name = obj.name; - prefabName = obj.prefabName; - position = gameObject.transform.position; - rotation = gameObject.transform.rotation; - scale = gameObject.transform.localScale; - } - else - { - Debug.LogWarning("Has no PlaceableObject component: " + gameObject.name); - } + Debug.LogWarning("No PlaceableObject on: " + gameObject.name); + return; } + + name = gameObject.name; + prefabName = obj.prefabName; + position = gameObject.transform.position; + rotation = gameObject.transform.rotation; + scale = gameObject.transform.localScale; } } [Serializable] -public class Environment { - +public class Environment +{ public string Name; + public string SavedAt; public int ObjectCount; public GameObjectData[] Items; - public Environment(GameObjectData[] items) { - Name = "untitled"; + public Environment(GameObjectData[] items, string mapName = "Untitled") + { + Name = string.IsNullOrWhiteSpace(mapName) ? "Untitled" : mapName; + SavedAt = DateTime.Now.ToString("MMM d, yyyy · h:mm tt"); Items = items; ObjectCount = BuildingSystem.ObjectCount; } -} \ No newline at end of file +} diff --git a/Assets/Scripts/SaveLoad/SaveLoadUI.cs b/Assets/Scripts/SaveLoad/SaveLoadUI.cs index 273e60d..7042f44 100644 --- a/Assets/Scripts/SaveLoad/SaveLoadUI.cs +++ b/Assets/Scripts/SaveLoad/SaveLoadUI.cs @@ -1,14 +1,193 @@ +using System.Collections; +using TMPro; using UnityEngine; public class SaveLoadUI : MonoBehaviour { - [SerializeField] - GameObject saveLoadPanel; + [SerializeField] GameObject saveLoadPanel; + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] TextMeshProUGUI[] loadButtonLabels; + [SerializeField] TextMeshProUGUI feedbackText; + [SerializeField] TMP_InputField mapNameInput; + + [Header("Confirm Delete")] + [SerializeField] GameObject confirmDeletePanel; + [SerializeField] TextMeshProUGUI confirmDeleteText; + + [Header("Rename")] + [SerializeField] GameObject renamePanel; + [SerializeField] TMP_InputField renameInput; + + private int selectedSlot = 0; + private int lastUsedSlot = 0; + private int pendingDeleteSlot = 0; + private int pendingRenameSlot = 0; public void SetVisibility(bool state) { saveLoadPanel.SetActive(state); + if (state) RefreshSlotNames(); } public void ToggleVisibility() { - saveLoadPanel.SetActive(!saveLoadPanel.activeSelf); + bool next = !saveLoadPanel.activeSelf; + saveLoadPanel.SetActive(next); + if (next) RefreshSlotNames(); + } + + public void Save(int slot) { + string mapName = mapNameInput != null ? mapNameInput.text?.Trim() : ""; + if (string.IsNullOrEmpty(mapName)) mapName = "Slot " + slot; + + firebaseHandler.SaveEnvironment(slot, mapName); + lastUsedSlot = slot; + + if (mapNameInput != null) mapNameInput.text = ""; + RefreshSlotNames(); + } + + public void SelectSlot(int slot) => selectedSlot = slot; + + public void Load(int slot) { + firebaseHandler.LoadEnvironment(slot); + lastUsedSlot = slot; + } + + public void DownloadSelected() + { + if (selectedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No slot selected")); + return; + } + Download(selectedSlot); + } + + public void DownloadLastUsed() + { + if (lastUsedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No map saved or loaded yet")); + return; + } + Download(lastUsedSlot); + } + + public void DeleteSelected() + { + if (selectedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No slot selected")); + return; + } + Delete(selectedSlot); + } + + public void ClearAll() + { + Debug.Log("[ClearAll] Called"); + firebaseHandler.DestroyObjects(); + Debug.Log("[ClearAll] DestroyObjects done"); + if (feedbackText != null) + StartCoroutine(ShowFeedback("Scene cleared")); + } + + public void Delete(int slot) + { + if (!firebaseHandler.SlotExists(slot)) + { + if (feedbackText != null) StartCoroutine(ShowFeedback("Slot " + slot + " is already empty")); + return; + } + pendingDeleteSlot = slot; + if (confirmDeletePanel != null) + { + if (confirmDeleteText != null) + confirmDeleteText.text = "Delete Slot " + slot + "? This cannot be undone."; + confirmDeletePanel.SetActive(true); + } + else + { + ConfirmDelete(); + } + } + + public void ConfirmDelete() + { + confirmDeletePanel?.SetActive(false); + bool deleted = firebaseHandler.DeleteEnvironment(pendingDeleteSlot); + if (deleted) firebaseHandler.DestroyObjects(); + RefreshSlotNames(); + if (feedbackText != null) + StartCoroutine(ShowFeedback("Slot " + pendingDeleteSlot + " deleted")); + pendingDeleteSlot = 0; + } + + public void CancelDelete() + { + confirmDeletePanel?.SetActive(false); + pendingDeleteSlot = 0; + } + + public void BeginRename(int slot) + { + if (!firebaseHandler.SlotExists(slot)) + { + if (feedbackText != null) StartCoroutine(ShowFeedback("Slot " + slot + " is empty")); + return; + } + pendingRenameSlot = slot; + if (renamePanel != null) + { + if (renameInput != null) + renameInput.text = ""; + renamePanel.SetActive(true); + } + } + + public void ConfirmRename() + { + renamePanel?.SetActive(false); + string newName = renameInput != null ? renameInput.text.Trim() : ""; + bool renamed = firebaseHandler.RenameEnvironment(pendingRenameSlot, newName); + RefreshSlotNames(); + if (feedbackText != null) + StartCoroutine(ShowFeedback(renamed ? "Renamed to \"" + newName + "\"" : "Slot " + pendingRenameSlot + " is empty")); + pendingRenameSlot = 0; + } + + public void CancelRename() + { + renamePanel?.SetActive(false); + pendingRenameSlot = 0; + } + + public void Download(int slot) + { + string msg = firebaseHandler.DownloadMap(slot); + if (feedbackText != null) + StartCoroutine(ShowFeedback(msg)); + } + + private IEnumerator ShowFeedback(string msg, float duration = 2f) + { + feedbackText.text = msg; + feedbackText.gameObject.SetActive(true); + yield return new WaitForSeconds(duration); + feedbackText.gameObject.SetActive(false); + } + + + private void RefreshSlotNames() { + if (loadButtonLabels == null) return; + for (int i = 0; i < loadButtonLabels.Length; i++) { + TextMeshProUGUI label = loadButtonLabels[i]; + if (label == null) continue; + int slot = i + 1; + firebaseHandler.GetSlotName(slot, name => { + label.text = string.IsNullOrEmpty(name) ? "Empty" : name; + }); + } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Scene.meta b/Assets/Scripts/Scene.meta new file mode 100644 index 0000000..8a9952c --- /dev/null +++ b/Assets/Scripts/Scene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 48a0b9189b85645caa6d856bcc85e57c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Scene/Login.meta b/Assets/Scripts/Scene/Login.meta new file mode 100644 index 0000000..3a3a8b1 --- /dev/null +++ b/Assets/Scripts/Scene/Login.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 47693b9fd1d3b4f3fb46adf4742738f3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Scene/Login/Login.cs b/Assets/Scripts/Scene/Login/Login.cs new file mode 100644 index 0000000..2f42db0 --- /dev/null +++ b/Assets/Scripts/Scene/Login/Login.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class Login : MonoBehaviour +{ + public InputField usernameInput; + public Button loginButton; + // FireBaseManager fireBaseManager; + + // Start is called before the first frame update + void Start() + { + usernameInput = GameObject.Find("Canvas/Loginsystem/Username").GetComponent(); + loginButton = GameObject.Find("Canvas/Loginsystem/Login").GetComponent