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index 5d0baca..9429399 100644
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index a6ff451..e6b3f0a 100644
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index 77d43d4..2a46d3e 100644
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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:
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Editor: Editor
second:
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+ enabled: 0
settings:
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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
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@@ -24,7 +24,7 @@ PluginImporter:
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Editor: Editor
second:
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+ enabled: 0
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diff --git a/Assets/ExternalDependencyManager/Editor/1.2.187.meta b/Assets/ExternalDependencyManager/Editor/1.2.187.meta
new file mode 100644
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new file mode 100644
index 0000000..c2b5355
--- /dev/null
+++ b/Assets/ExternalDependencyManager/Editor/1.2.187/Google.IOSResolver.dll
@@ -0,0 +1,3 @@
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+oid sha256:83afccd1b783d27690c29985ee155a32fe03add55681bacfda5095e57c9ac0ed
+size 85504
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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
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diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE.meta b/Assets/ExternalDependencyManager/Editor/LICENSE.meta
index 3030474..3220b41 100644
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+++ b/Assets/ExternalDependencyManager/Editor/LICENSE.meta
@@ -1,8 +1,8 @@
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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).
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+Assets/ExternalDependencyManager/Editor/LICENSE
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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
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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.
-->
+
+
+
-
+
-
+
-
+
-
+
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diff --git a/Assets/Firebase/FirebaseApp.meta b/Assets/Firebase/FirebaseApp.meta
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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
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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;
+ }
+ }
+}
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diff --git a/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs
new file mode 100644
index 0000000..d6a6a13
--- /dev/null
+++ b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs
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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
+ }
+}
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diff --git a/Assets/HeadphoneMotion/Plugins/iOS.meta b/Assets/HeadphoneMotion/Plugins/iOS.meta
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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 Private Methods
+ private static void DisplayPlatformError()
+ {
+ Debug.LogWarning("HeadphoneMotion is only available on iOS platform and only at runtime.");
+ }
+ #endregion
+
+ #region Import native class methods
+ [DllImport ("__Internal")]
+ private static extern bool isHeadphoneMotionAvailable();
+
+ [DllImport ("__Internal")]
+ private static extern bool areHeadphonesConnected();
+
+ [DllImport("__Internal")]
+ private static extern bool startTracking();
+
+ [DllImport("__Internal")]
+ private static extern bool stopTracking();
+
+ [DllImport("__Internal")]
+ private static extern void setHeadphoneConnectionDelegate(HeadphoneConnectionAction callback);
+
+ [DllImport("__Internal")]
+ private static extern void setRotationDelegate(HeadRotationAction callback);
+ #endregion
+
+ #region Handle native class callbacks
+ [MonoPInvokeCallback(typeof(HeadphoneConnectionAction))]
+ private static void HeadphoneConnectionChanged(bool connected) {
+ OnHeadphoneConnectionChanged?.Invoke(connected);
+ }
+
+ [MonoPInvokeCallback(typeof(HeadRotationAction))]
+ private static void RotationUpdated(double x, double y, double z, double w) {
+ OnHeadRotationRaw?.Invoke(x, y, z, w);
+ OnHeadRotationQuaternion?.Invoke(new Quaternion((float) x, (float) z, (float) y, (float) -w));
+ }
+ #endregion
+ }
+}
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+ m_Offset: {x: 0, y: 0}
+ - unity_Lightmaps:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - unity_LightmapsInd:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ - unity_ShadowMasks:
+ m_Texture: {fileID: 0}
+ m_Scale: {x: 1, y: 1}
+ m_Offset: {x: 0, y: 0}
+ m_Ints: []
+ m_Floats:
+ - _AlphaClip: 0
+ - _AlphaToMask: 0
+ - _Blend: 0
+ - _BlendModePreserveSpecular: 1
+ - _BumpScale: 1
+ - _ClearCoatMask: 0
+ - _ClearCoatSmoothness: 0
+ - _Cull: 2
+ - _Cutoff: 0.5
+ - _DetailAlbedoMapScale: 1
+ - _DetailNormalMapScale: 1
+ - _DstBlend: 0
+ - _DstBlendAlpha: 0
+ - _EnvironmentReflections: 1
+ - _GlossMapScale: 1
+ - _Glossiness: 0.5
+ - _GlossyReflections: 1
+ - _Metallic: 0
+ - _Mode: 0
+ - _OcclusionStrength: 1
+ - _Parallax: 0.02
+ - _QueueOffset: 0
+ - _ReceiveShadows: 1
+ - _Smoothness: 0.5
+ - _SmoothnessTextureChannel: 0
+ - _SpecularHighlights: 1
+ - _SrcBlend: 1
+ - _SrcBlendAlpha: 1
+ - _Surface: 0
+ - _UVSec: 0
+ - _WorkflowMode: 1
+ - _ZWrite: 1
+ m_Colors:
+ - _BaseColor: {r: 0.5882353, g: 0.4352941, b: 0.043137237, a: 1}
+ - _Color: {r: 1, g: 1, b: 1, a: 1}
+ - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+ - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
+ m_BuildTextureStacks: []
+--- !u!114 &1565312520932431719
+MonoBehaviour:
+ m_ObjectHideFlags: 11
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ version: 7
diff --git a/Assets/Materials/Wood.mat.meta b/Assets/Materials/Wood.mat.meta
new file mode 100644
index 0000000..4e8cf9b
--- /dev/null
+++ b/Assets/Materials/Wood.mat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7687ee87f6bc14f8cbc289ffba873e67
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 2100000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/NewBehaviourScript.cs b/Assets/NewBehaviourScript.cs
new file mode 100644
index 0000000..6968256
--- /dev/null
+++ b/Assets/NewBehaviourScript.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class 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 @@
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+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 @@
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+ userData:
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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 @@
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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 @@
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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
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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 @@
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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 @@
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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
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@@ -0,0 +1,11 @@
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diff --git a/Assets/NiceVibrations/Demos.meta b/Assets/NiceVibrations/Demos.meta
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diff --git a/Assets/NiceVibrations/Demos/DemoAssets.meta b/Assets/NiceVibrations/Demos/DemoAssets.meta
new file mode 100644
index 0000000..60bfc4e
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diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta
new file mode 100644
index 0000000..6fca68a
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@@ -0,0 +1,8 @@
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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 @@
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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
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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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