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@@ +# 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 + +# Version 1.2.184 - Jan 28, 2025 +* Android Resolver - Update and resolve `packaging` keyword in maintemplate + based on android gradle plugin version. + Fixes #715 + +# Version 1.2.183 - Sep 18, 2024 +* Android Resolver - Handle package paths that don't include a version hash, + which is no longer present with Unity 6. Fixes #697 +* Android Resolver - Handle packages referenced using local file paths. + Fixes #701 + +# Version 1.2.182 - Aug 2, 2024 +* General - Check for gradle version instead of Unity version when determining + the template files to modify. + +# Version 1.2.181 - Jun 26, 2024 +* General - Disable `EditorMeasurement` reporting that relied on the + Measurement Protocol for Universal Analytics. + +# Version 1.2.180 - Jun 4, 2024 +* General - Fix project settings resetting on domain reload. + Fixes #524 + +# Version 1.2.179 - Feb 12, 2024 +* Android Resolver - Added logic to automatically turn on `mainTemplate.gradle` + for new projects, and prompt users to enable it on projects that have previously + had the resolver run. + +# Version 1.2.178 - Dec 20, 2023 +* Added [OpenUPM support](https://openupm.com/packages/com.google.external-dependency-manager/). + +# Version 1.2.177 - Aug 14, 2023 +* iOS Resolver - Added `/opt/homebrew/bin` to Cocoapod executable search path. + Fixes #627 + +# Version 1.2.176 - Apr 27, 2023 +* Android Resolver - Added two Android Resolver settings to determine whether + EDM4U injects custom local Maven repo path as a relative path or full path. + Fixes #537 +* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from + Unity 2022.2+ + Fixes #594 +* Android Resolver - Jetifier option is enabled by default now. +* Android Resolver - `Explode Aar` option applies to all cases, whether the + project will be exported or not. + Fixes #584 + Fixes #287 + +# Version 1.2.175 - Nov 16, 2022 +* General - Added tvOS podfile support to the iOS resolver. + +# Version 1.2.174 - Oct 06, 2022 +* General - Added tvOS support to the iOS resolver. +* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection. +* Android Resolver - Fixed Android Resolver unable to resolve + `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`. + +# Version 1.2.173 - Sep 28, 2022 +* General - Added tvOS library support to the export unity package scripts. + +# Version 1.2.172 - Jun 23, 2022 +* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`, + which seems to cause problem for some when submitting apps. See #526 for more + information. + +# Version 1.2.171 - May 11, 2022 +* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to + be `ON` by default since more pods are using Swift Framework now. + +# Version 1.2.170 - Apr 4, 2022 +* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo + injected to `mainTemplate.gradle`. +* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github + to CDN. +* iOS Resolver - `Link Framework Statically` setting is now default to `true`. + That is, `use_frameworks! :linkage => static` will be added to `Podfile` by + default instead of `use_frameworks!`. This can be changed in iOS Resolver + settings. This fixes odd behaviors when pods include static libraries, ex. + Firebase Analytics. +* iOS Resolver - Added a workaround when app crashes on launch due to + `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift + framework. This is turned `OFF` by default and can be changed in iOS Resolver + settings. + +# Version 1.2.169 - Jan 20, 2022 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta new file mode 100644 index 0000000..7d27625 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff38baa7337e404f8a2bb7852f8f731a +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100644 index 0000000..852545b --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9fafa3d247736a5b48d46a28d62c502c747dfc77fdcacb229a3e8b2eb3c8082e +size 15360 diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta new file mode 100644 index 0000000..67a912e --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta @@ -0,0 +1,38 @@ +fileFormatVersion: 2 +guid: e2c97f7cb0534972a32514c0bf4b4f48 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/Google.VersionHandler.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE b/Assets/ExternalDependencyManager/Editor/LICENSE new file mode 100644 index 0000000..6258cc4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/LICENSE @@ -0,0 +1,245 @@ +Copyright (C) 2014 Google Inc. + + 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. + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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You should install EDM4U +to test out the package during development. + +Updated releases are available on +[GitHub](https://github.com/googlesamples/unity-jar-resolver) + +## Requirements + +The *Android Resolver* and *iOS Resolver* components of the plugin only work +with Unity version 4.6.8 or higher. + +The *Version Handler* component only works with Unity 5.x or higher as it +depends upon the `PluginImporter` UnityEditor API. + +The *Package Manager Resolver* component only works with Unity 2018.4 or above, +when [scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) support +was added to the Package Manager. + +## Getting Started + +Check out [troubleshooting](troubleshooting-faq.md) if you need help. + +### Install via OpenUPM + +EDM4U is available on +[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/): + +```shell +openupm add com.google.external-dependency-manager +``` + +### Install via git URL +1. Open Package Manager +2. Click on the + icon on the top left corner of the "Package Manager" screen +3. Click on "Install package from git url..." +4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm + +### Install via Google APIs for Unity + +EDM4U is available both in UPM and legacy `.unitypackage` formats on +[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity). + +You may install the UPM version (.tgz) as a +[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html). + +You can also install EDM4U in your project as a `.unitypackage`. This is not +recommended due to potential conflicts. + +### Conflict Resolution + +For historical reasons, a package maintainer may choose to embed EDM4U in their +package for ease of installation. This will create a conflict when you try to +install EDM4U with the steps above, or with another package with embedded EDM4U. +If your project imported a `.unitypackage` that has a copy of EDM4U embedded in +it, you may safely delete it from your Assets folder. If your project depends on +another UPM package with EDM4U, please reach out to the package maintainer and +ask them to replace it with a dependency to this package. In the meantime, you +can workaround the issue by copying the package to your Packages folder (to +create an +[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded)) +and perform the steps yourself to avoid a dependency conflict. + +### Config file + +To start adding dependencies to your project, copy and rename the +[SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) +file into your plugin and add the dependencies your project requires. + +The XML file needs to be under an `Editor` directory and match the name +`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`. + +## Usages + +### Android Resolver + +The Android Resolver copies specified dependencies from local or remote Maven +repositories into the Unity project when a user selects Android as the build +target in the Unity editor. + +For example, to add the Google Play Games library +(`com.google.android.gms:play-services-games` package) at version `9.8.0` to the +set of a plugin's Android dependencies: + +```xml + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + +* Specific versions e.g `9.8.0` + +* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version + +* Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +```xml + + + + + +``` + +#### Auto-resolution + +By default the Android Resolver automatically monitors the dependencies you have +specified and the `Plugins/Android` folder of your Unity project. The resolution +process runs when the specified dependencies are not present in your project. + +The *auto-resolution* process can be disabled via the `Assets > External +Dependency Manager > Android Resolver > Settings` menu. + +Manual resolution can be performed using the following menu options: + +* `Assets > External Dependency Manager > Android Resolver > Resolve` + +* `Assets > External Dependency Manager > Android Resolver > Force Resolve` + +#### Deleting libraries + +Resolved packages are tracked via asset labels by the Android Resolver. They can +easily be deleted using the `Assets > External Dependency Manager > Android +Resolver > Delete Resolved Libraries` menu item. + +#### Android Manifest Variable Processing + +Some AAR files (for example play-services-measurement) contain variables that +are processed by the Android Gradle plugin. Unfortunately, Unity does not +perform the same processing when using Unity's Internal Build System, so the +Android Resolver plugin handles known cases of this variable substitution by +exploding the AAR into a folder and replacing `${applicationId}` with the +`bundleID`. + +Disabling AAR explosion and therefore Android manifest processing can be done +via the `Assets > External Dependency Manager > Android Resolver > Settings` +menu. You may want to disable explosion of AARs if you're exporting a project to +be built with Gradle/Android Studio. + +#### ABI Stripping + +Some AAR files contain native libraries (.so files) for each ABI supported by +Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does not +strip native libraries for unused ABIs. To strip unused ABIs, the Android +Resolver plugin explodes an AAR into a folder and removes unused ABIs to reduce +the built APK size. Furthermore, if native libraries are not stripped from an +APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a libraries) +Android may attempt to load the wrong library for the current runtime ABI +completely breaking your plugin when targeting some architectures. + +AAR explosion and therefore ABI stripping can be disabled via the `Assets > +External Dependency Manager > Android Resolver > Settings` menu. You may want to +disable explosion of AARs if you're exporting a project to be built with +Gradle/Android Studio. + +#### Resolution Strategies + +By default the Android Resolver will use Gradle to download dependencies prior +to integrating them into a Unity project. This works with Unity's internal build +system and Gradle/Android Studio project export. + +It's possible to change the resolution strategy via the `Assets > External +Dependency Manager > Android Resolver > Settings` menu. + +##### Download Artifacts with Gradle + +Using the default resolution strategy, the Android resolver executes the +following operations: + +- Remove the result of previous Android resolutions. E.g Delete all files and + directories labeled with "gpsr" under `Plugins/Android` from the project. + +- Collect the set of Android dependencies (libraries) specified by a project's + `*Dependencies.xml` files. + +- Run `download_artifacts.gradle` with Gradle to resolve conflicts and, if + successful, download the set of resolved Android libraries (AARs, JARs). + +- Process each AAR/JAR so that it can be used with the currently selected + Unity build system (e.g Internal vs. Gradle, Export vs. No Export). This + involves patching each reference to `applicationId` in the + `AndroidManifest.xml` with the project's bundle ID. This means resolution + must be run again if the bundle ID has changed. + +- Move the processed AARs to `Plugins/Android` so they will be included when + Unity invokes the Android build. + +##### Integrate into mainTemplate.gradle + +Unity 5.6 introduced support for customizing the `build.gradle` used to build +Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is +enabled, rather than downloading artifacts before the build, Android resolution +results in the execution of the following operations: + +- Remove the result of previous Android resolutions. E.g Delete all files and + directories labeled with "gpsr" under `Plugins/Android` from the project and + remove sections delimited with `// Android Resolver * Start` and `// Android + Resolver * End` lines. + +- Collect the set of Android dependencies (libraries) specified by a project's + `*Dependencies.xml` files. + +- Rename any `.srcaar` files in the build to `.aar` and exclude them from + being included directly by Unity in the Android build as + `mainTemplate.gradle` will be patched to include them instead from their + local maven repositories. + +- Inject the required Gradle repositories into `mainTemplate.gradle` at the + line matching the pattern `.*apply plugin: + 'com\.android\.(application|library)'.*` or the section starting at the line + `// Android Resolver Repos Start`. If you want to control the injection + point in the file, the section delimited by the lines `// Android Resolver + Repos Start` and `// Android Resolver Repos End` should be placed in the + global scope before the `dependencies` section. + +- Inject the required Android dependencies (libraries) into + `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or the + section starting at the line `// Android Resolver Dependencies Start`. If + you want to control the injection point in the file, the section delimited + by the lines `// Android Resolver Dependencies Start` and `// Android + Resolver Dependencies End` should be placed in the `dependencies` section. + +- Inject the packaging options logic, which excludes architecture specific + libraries based upon the selected build target, into `mainTemplate.gradle` + at the line matching the pattern `android +{` or the section starting at the + line `// Android Resolver Exclusions Start`. If you want to control the + injection point in the file, the section delimited by the lines `// Android + Resolver Exclusions Start` and `// Android Resolver Exclusions End` should + be placed in the global scope before the `android` section. + +#### Dependency Tracking + +The Android Resolver creates the +`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set +of resolved dependencies in a project. This is used by the auto-resolution +process to only run the expensive resolution process when necessary. + +#### Displaying Dependencies + +It's possible to display the set of dependencies the Android Resolver would +download and process in your project via the `Assets > External Dependency +Manager > Android Resolver > Display Libraries` menu item. + +### iOS Resolver + +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. + +Dependencies for iOS are added by referring to CocoaPods. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +```xml + + + + + +``` + +##### Integration Strategies + +The `CocoaPods` are either: + +* Downloaded and injected into the Xcode project file directly, rather than + creating a separate xcworkspace. We call this `Xcode project` integration. + +* If the Unity version supports opening a xcworkspace file, the `pod` tool is + used as intended to generate a xcworkspace which references the CocoaPods. + We call this `Xcode workspace` integration. + +The resolution strategy can be changed via the `Assets > External Dependency +Manager > iOS Resolver > Settings` menu. + +##### Appending text to generated Podfile + +In order to modify the generated Podfile you can create a script like this: + +```csharp +using System.IO; + +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEngine; + +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). + [PostProcessBuildAttribute(45)] + private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) + { + if (target == BuildTarget.iOS) + { + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + // E.g. add an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } + } +} +``` + +### Package Manager Resolver + +Adding registries to the +[Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) is a +manual process. The Package Manager Resolver (PMR) component of this plugin +makes it easy for plugin maintainers to distribute new PM registry servers and +easy for plugin users to manage PM registry servers. + +#### Adding Registries + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +```xml + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +#### Managing Registries + +It's possible to add and remove registries that are specified via PMR XML +configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > Add + Registries` will prompt the user with a window which allows them to add + registries discovered in the project to the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Remove + Registries` will prompt the user with a window which allows them to remove + registries discovered in the project from the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Modify + Registries` will prompt the user with a window which allows them to add or + remove registries discovered in the project. + +#### Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder to PM +packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes the + components of the plugin. If the plugin has no dependencies the manifest + would just include the files in the plugin. + +* The PM package JSON provided by the registry must include a keyword (in the + `versions.VERSION.keyword` list) that maps the PM package to a Version + Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME` + where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in + the `.unitypackage`. For more information see the description of the + `gvhp_manifestname` asset label in the [Version Handler](#version-handler) + section. + +When using the `Assets > External Dependency Manager > Package Manager +Resolver > Migrate Packages` menu option, PMR then will: + +* List all Version Handler manager packages in the project. + +* Search all available packages in the PM registries and fetch keywords + associated with each package parsing the Version Handler manifest names for + each package. + +* Map each installed Version Handler package to a PM package. + +* Prompt the user to migrate the discovered packages. + +* Perform package migration for all selected packages if the user clicks the + `Apply` button. + +#### Configuration + +PMR can be configured via the `Assets > External Dependency Manager > Package +Manager Resolver > Settings` menu option: + +* `Add package registries` when enabled, when the plugin loads or registry + configuration files change, this will prompt the user to add registries that + are not present in the Package Manager. + +* `Prompt to add package registries` will cause a developer to be prompted + with a window that will ask for confirmation before adding registries. When + this is disabled registries are added silently to the project. + +* `Prompt to migrate packages` will cause a developer to be prompted with a + window that will ask for confirmation before migrating packages installed in + the `Assets` directory to PM packages. + +* `Enable Analytics Reporting` when enabled, reports the use of the plugin to + the developers so they can make imrpovements. + +* `Verbose logging` when enabled prints debug information to the console which + can be useful when filing bug reports. + +### Version Handler + +The Version Handler component of this plugin manages: + +* Shared Unity plugin dependencies. + +* Upgrading Unity plugins by cleaning up old files from previous versions. + +* Uninstallation of plugins that are distributed with manifest files. + +* Restoration of plugin assets to their original install locations if assets + are tagged with the `exportpath` label. + +Since the Version Handler needs to modify Unity asset metadata (`.meta` files), +to enable/disable components, rename and delete asset files it does not work +with Package Manager installed packages. It's still possible to include EDM4U in +Package Manager packages, the Version Handler component simply won't do anything +to PM plugins in this case. + +#### Using Version Handler Managed Plugins + +If a plugin is imported at multiple different versions into a project, if the +Version Handler is enabled, it will automatically check all managed assets to +determine the set of assets that are out of date and assets that should be +removed. To disable automatic checking managed assets disable the `Enable +version management` option in the `Assets > External Dependency Manager > +Version Handler > Settings` menu. + +If version management is disabled, it's possible to check managed assets +manually using the `Assets > External Dependency Manager > Version Handler > +Update` menu option. + +##### Listing Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, can +displayed using the `Assets > External Dependency Manager > Version Handler > +Display Managed Packages` menu option. The list of plugins are written to the +console window along with the set of files used by each plugin. + +##### Uninstalling Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, can +be removed using the `Assets > External Dependency Manager > Version Handler > +Uninstall Managed Packages` menu option. This operation will display a window +that allows a developer to select a set of plugins to remove which will remove +all files owned by each plugin excluding those that are in use by other +installed plugins. + +Files managed by the Version Handler, those labeled with the `gvh` asset label, +can be checked to see whether anything needs to be upgraded, disabled or removed +using the `Assets > External Dependency Manager > Version Handler > Update` menu +option. + +##### Restore Install Paths + +Some developers move assets around in their project which can make it harder for +plugin maintainers to debug issues if this breaks Unity's +[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. If +assets are labeled with their original install/export path (see +`gvhp_exportpath` below), Version Handler can restore assets to their original +locations when using the `Assets > External Dependency Manager > Version +Handler > Move Files To Install Locations` menu option. + +##### Settings + +Some behavior of the Version Handler can be configured via the `Assets > +External Dependency Manager > Version Handler > Settings` menu option. + +* `Enable version management` controls whether the plugin should automatically + check asset versions and apply changes. If this is disabled the process + should be run manually when installing or upgrading managed plugins using + `Assets > External Dependency Manager > Version Handler > Update`. + +* `Rename to canonical filenames` is a legacy option that will rename files to + remove version numbers and other labels from filenames. + +* `Prompt for obsolete file deletion` enables the display of a window when + obsolete files are deleted allowing the developer to select which files to + delete and those to keep. + +* `Allow disabling files via renaming` controls whether obsolete or disabled + files should be disabled by renaming them to `myfilename_DISABLED`. Renaming + to disable files is required in some scenarios where Unity doesn't support + removing files from the build via the PluginImporter. + +* `Enable Analytics Reporting` enables/disables usage reporting to plugin + developers to improve the product. + +* `Verbose logging` enables *very* noisy log output that is useful for + debugging while filing a bug report or building a new managed plugin. + +* `Use project settings` saves settings for the plugin in the project rather + than system-wide. + +#### Redistributing a Managed Plugin + +The Version Handler employs a couple of methods for managing version selection, +upgrade and removal of plugins. + +* Each plugin can ship with a manifest file that lists the files it includes. + This makes it possible for Version Handler to calculate the difference in + assets between the most recent release of a plugin and the previous release + installed in a project. If a files are removed the Version Handler will + prompt the user to clean up obsolete files. + +* Plugins can ship using assets with unique names, unique GUIDs and version + number labels. Version numbers can be attached to assets using labels or + added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt). + This allows the Version Handler to determine which set of files are the same + file at different versions, select the most recent version and prompt the + developer to clean up old versions. + +Unity plugins can be managed by the Version Handler using the following steps: + +1. Add the `gvh` asset label to each asset (file) you want Version Handler to + manage. + +1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the + version of the plugin you're releasing (e.g 1.2.3). + +1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the + export path of the file when the `.unitypackage` is created. This is used to + track files if they're moved around in a project by developers. + +1. Optional: Add `gvh_targets-editor` label to each editor DLL in your plugin + and disable `editor` as a target platform for the DLL. The Version Handler + will enable the most recent version of this DLL when the plugin is imported. + +1. Optional: If your plugin is included in other Unity plugins, you should add + the version number to each filename and change the GUID of each asset. This + allows multiple versions of your plugin to be imported into a Unity project, + with the Version Handler component activating only the most recent version. + +1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` that + lists all the files in your plugin relative to the project root. Then add + the `gvh_manifest` label to the asset to indicate this file is a plugin + manifest. + +1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file to + provide a human readable name for your package. If this isn't provided the + name of the manifest file will be used as the package name. NAME can match + the pattern `[0-9]+[a-zA-Z -]` where a leading integer will set the priority + of the name where `0` is the highest priority and preferably used as the + display name. The lowest value (i.e highest priority name) will be used as + the display name and all other specified names will be aliases of the + display name. Aliases can refer to previous names of the package allowing + renaming across published versions. + +1. Redistribute EDM4U Unity plugin with your plugin. See the + [Plugin Redistribution](#plugin-redistribution) section for details. + +If you follow these steps: + +* When users import a newer version of your plugin, files referenced by the + older version's manifest are cleaned up. + +* The latest version of the plugin will be selected when users import multiple + packages that include your plugin, assuming the steps in + [Plugin Redistribution](#plugin-redistribution) are followed. + +## Background + +Many Unity plugins have dependencies upon Android specific libraries, iOS +CocoaPods, and sometimes have transitive dependencies upon other Unity plugins. +This causes the following problems: + +* Integrating platform specific (e.g Android and iOS) libraries within a Unity + project can be complex and a burden on a Unity plugin maintainer. +* The process of resolving conflicting dependencies on platform specific + libraries is pushed to the developer attempting to use a Unity plugin. The + developer trying to use your plugin is very likely to give up when faced + with Android or iOS specific build errors. +* The process of resolving conflicting Unity plugins (due to shared Unity + plugin components) is pushed to the developer attempting to use your Unity + plugin. In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, report + bugs when that doesn't work and finally give up. + +EDM4U provides solutions for each of these problems. + +### Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and JAR +dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google Play +Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + +* Solves Android library conflicts between plugins. +* Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all versions + of Unity have - at best - partial support for AARs. +* (Experimental) Supports minification of included Java components without + exporting a project. + +### iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries and +frameworks into the Xcode project Unity generates when building for iOS. Using +CocoaPods allows multiple plugins to utilize shared components without forcing +developers to fix either duplicate or incompatible versions of libraries +included through multiple Unity plugins in their project. + +### Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) (PM) makes +use of [NPM](https://www.npmjs.com/) registry servers for package hosting and +provides ways to discover, install, upgrade and uninstall packages. This makes +it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* component of +this plugin integrates with [PM](https://docs.unity3d.com/Manual/Packages.html) +to provide a way to auto-install PM package registries when a `.unitypackage` is +installed which allows plugin maintainers to ship a `.unitypackage` that can +provide access to their own PM registry server to make it easier for developers +to manage their plugins. + +### Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + +* Unity plugin `SomePlugin` includes `EDM4U` plugin at version 1.1. +* Unity plugin `SomeOtherPlugin` includes `EDM4U` plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + +* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. +* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then `SomePlugin` + is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + +* Specifying a set of packaging requirements that enable a plugin at different + versions to be imported into a Unity project. +* Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U into your own +plugin, see the [Plugin Redistribution](#plugin-redistribution) section of this +document. + +## Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +plugin’s usage. + +For details of what is logged, please refer to the usage of +`EditorMeasurement.Report()` in the source code. + +## Plugin Redistribution + +If you are a package maintainer and your package depends on EDM4U, it is highly +recommended to use the UPM format and add EDM4U as a dependency. If you must +include it in your `.unitypackage`, redistributing `EDM4U` inside your own +plugin might ease the integration process for your users. + +If you wish to redistribute `EDM4U` inside your plugin, you **must** follow +these steps when importing the `external-dependency-manager-*.unitypackage`, and +when exporting your own plugin package: + +1. Import the `external-dependency-manager-*.unitypackage` into your plugin + project by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), + ensuring that you add the `-gvh_disable` option. +1. Export your plugin by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), + ensuring that you: + - Include the contents of the `Assets/PlayServicesResolver` and + `Assets/ExternalDependencyManager` directory. + - Add the `-gvh_disable` option. + +You **must** specify the `-gvh_disable` option in order for the Version Handler +to work correctly! + +For example, the following command will import the +`external-dependency-manager-1.2.46.0.unitypackage` into the project +`MyPluginProject` and export the entire Assets folder to +`MyPlugin.unitypackage`: + +```shell +Unity -gvh_disable \ + -batchmode \ + -importPackage external-dependency-manager-1.2.46.0.unitypackage \ + -projectPath MyPluginProject \ + -exportPackage Assets MyPlugin.unitypackage \ + -quit +``` + +### Background + +The *Version Handler* component relies upon deferring the load of editor DLLs so +that it can run first and determine the latest version of a plugin component to +activate. The build of `EDM4U` plugin has Unity asset metadata that is +configured so that the editor components are not initially enabled when it's +imported into a Unity project. To maintain this configuration when importing the +`external-dependency-manager.unitypackage` into a Unity plugin project, you +*must* specify the command line option `-gvh_disable` which will prevent the +Version Handler component from running and changing the Unity asset metadata. + +## Building from Source + +To build this plugin from source you need the following tools installed: * Unity +2021 and below (with iOS and Android modules installed) * Java 11 + +You can build the plugin by running the following from your shell (Linux / OSX): + +```shell +./gradlew build + +``` + +or Windows: + +```shell +./gradlew.bat build +``` + +If Java 11 is not your default Java command, add +`-Dorg.gradle.java.home=` to the command above. + +## Testing + +You can run the tests by running the following from your shell (Linux / OSX): + +```shell +./gradlew test +``` + +or Windows: + +```shell +./gradlew.bat test +``` + +The following properties can be set to narrow down the tests to run or change +the test run behavior. + +* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable + interactive mode tests, which requires GPU on the machine. Otherwise, only + run tests in the batch mode. +* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every + type of the test. To narrow down the types of test to run, set this + properties with a list of case-insensitive type strings separated by comma. + For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only + Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for + available options. +* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none. + To add types of tests to exclude, set this properties with a list of + case-insensitive type strings separated by comma. For instance, + `-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and + NUnit tests. See `TestTypeEnum` in `build.gradle` for available options. +* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the + tests for every modules. To narrow down modules to test, set this properties + with a list of case-insensitive module strings separated by comma. For + instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests + for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle` + for available options. +* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude + none. To add modules to exclude, set this properties with a list of + case-insensitive module strings separated by comma. For instance, + `-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any + modules other than tools and Android Resolver. See `TestModuleEnum` in + `build.gradle` for available options. +* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To + add tests to exclude, set this properties with a list of case-insensitive + test names separated by comma. For instance, + `-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests + except the tests with name of `testGenGuids` and `testDownloadArtifacts`. +* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to + continue running the next test when the current one fails. Otherwise, the + build script stops whenever any test fails. + +For instance, by running the following command, it only runs the Unity +integration tests that does not requires GPU, but exclude tests for Android +Resolver module and iOS Resolver module. + +```shell +./gradlew test \ + -PINTERACTIVE_MODE_TESTS_ENABLED=0 \ + -PINCLUDE_TEST_TYPES="Integration" \ + -PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver" +``` + +## Releasing + +Each time a new build of this plugin is checked into the source tree you need to +do the following: + +* Bump the plugin version variable `pluginVersion` in `build.gradle` +* Update `CHANGELOG.md` with the new version number and changes included in + the release. +* Build the release using `./gradlew release` which performs the following: + * Updates `external-dependency-manager-*.unitypackage` + * Copies the unpacked plugin to the `exploded` directory. + * Updates template metadata files in the `plugin` directory. The GUIDs of + all asset metadata is modified due to the version number change. Each + file within the plugin is versioned to allow multiple versions of the + plugin to be imported into a Unity project which allows the most recent + version to be activated by the Version Handler component. +* Create release commit using `./gradlew gitCreateReleaseCommit` which + performs `git commit -a -m "description from CHANGELOG.md"` +* Once the release commit is merge, tag the release using `./gradlew + gitTagRelease` which performs the following: + * `git tag -a pluginVersion -m "version RELEASE"` to tag the release. +* Update tags on remote branch using `git push --tag REMOTE HEAD:master` diff --git a/Assets/ExternalDependencyManager/Editor/README.md.meta b/Assets/ExternalDependencyManager/Editor/README.md.meta new file mode 100644 index 0000000..0feb2d6 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/README.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db858ca0dc4e44d79fe00e9d1a428eba +labels: +- gvh +- gvh_version-13.10.0 +- 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+1,498 @@ +#!/usr/bin/python + +# Copyright 2016 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. + +"""Stand-alone implementation of the Gradle Firebase plugin. + +Converts the services json file to xml: +https://googleplex-android.googlesource.com/platform/tools/base/+/studio-master-dev/build-system/google-services/src/main/groovy/com/google/gms/googleservices +""" + +__author__ = 'Wouter van Oortmerssen' + +import argparse +import ctypes +import json +import os +import platform +import sys +from xml.etree import ElementTree + +if platform.system().lower() == 'windows': + import ctypes.wintypes # pylint: disable=g-import-not-at-top + +# Map Python 2's unicode method to encode a string as bytes in python 3. +try: + unicode('') # See whether unicode class is available (Python < 3) +except NameError: + unicode = str # pylint: disable=redefined-builtin,invalid-name + +# Input filename if it isn't set. +DEFAULT_INPUT_FILENAME = 'app/google-services.json' +# Output filename if it isn't set. +DEFAULT_OUTPUT_FILENAME = 'res/values/googleservices.xml' +# Input filename for .plist files, if it isn't set. +DEFAULT_PLIST_INPUT_FILENAME = 'GoogleService-Info.plist' +# Output filename for .json files, if it isn't set. +DEFAULT_JSON_OUTPUT_FILENAME = 'google-services-desktop.json' + +OAUTH_CLIENT_TYPE_ANDROID_APP = 1 +OAUTH_CLIENT_TYPE_WEB = 3 + + +def read_xml_value(xml_node): + """Utility method for reading values from the plist XML. + + Args: + xml_node: An ElementTree node, that contains a value. + + Returns: + The value of the node, or None, if it could not be read. + """ + if xml_node.tag == 'string': + return xml_node.text + elif xml_node.tag == 'integer': + return int(xml_node.text) + elif xml_node.tag == 'real': + return float(xml_node.text) + elif xml_node.tag == 'false': + return 0 + elif xml_node.tag == 'true': + return 1 + else: + # other types of input are ignored. (data, dates, arrays, etc.) + return None + + +def construct_plist_dictionary(xml_root): + """Constructs a dictionary of values based on the contents of a plist file. + + Args: + xml_root: An ElementTree node, that represents the root of the xml file + that is to be parsed. (Which should be a dictionary containing + key-value pairs of the properties that need to be extracted.) + + Returns: + A dictionary, containing key-value pairs for all (supported) entries in the + node. + """ + xml_dict = xml_root.find('dict') + + if xml_dict is None: + return None + + plist_dict = {} + i = 0 + while i < len(xml_dict): + if xml_dict[i].tag == 'key': + key = xml_dict[i].text + i += 1 + if i < len(xml_dict): + value = read_xml_value(xml_dict[i]) + if value is not None: + plist_dict[key] = value + i += 1 + + return plist_dict + + +def update_dict_keys(key_map, input_dict): + """Creates a dict from input_dict with the same values but new keys. + + Two dictionaries are passed to this function: the key_map that represents a + mapping of source keys to destination keys, and the input_dict that is the + dictionary that is to be duplicated, replacing any key that matches a source + key with a destination key. Source keys that are not present in the + input_dict will not have their destination key represented in the result. + + In other words, if key_map is `{'old': 'new', 'foo': 'bar'}`, and input_dict + is `{'old': 10}`, the result will be `{'new': 10}`. + + Args: + key_map (dict): A dictionary of strings to strings that maps source keys to + destination keys. + input_dict (dict): The dictionary of string keys to any value type, which + is to be duplicated, replacing source keys with the corresponding + destination keys from key_map. + + Returns: + dict: A new dictionary with updated keys. + """ + return { + new_key: input_dict[old_key] + for (old_key, new_key) in key_map.items() + if old_key in input_dict + } + + +def construct_google_services_json(xml_dict): + """Constructs a google services json file from a dictionary. + + Args: + xml_dict: A dictionary of all the key/value pairs that are needed for the + output json file. + Returns: + A string representing the output json file. + """ + + try: + json_struct = { + 'project_info': + update_dict_keys( + { + 'GCM_SENDER_ID': 'project_number', + 'DATABASE_URL': 'firebase_url', + 'PROJECT_ID': 'project_id', + 'STORAGE_BUCKET': 'storage_bucket' + }, xml_dict), + 'client': [{ + 'client_info': { + 'mobilesdk_app_id': xml_dict['GOOGLE_APP_ID'], + 'android_client_info': { + 'package_name': xml_dict['BUNDLE_ID'] + } + }, + 'api_key': [{ + 'current_key': xml_dict['API_KEY'] + }], + 'services': { + 'analytics_service': { + 'status': xml_dict['IS_ANALYTICS_ENABLED'] + }, + 'appinvite_service': { + 'status': xml_dict['IS_APPINVITE_ENABLED'] + } + } + },], + 'configuration_version': + '1' + } + # OAuth client is optional, but include it if present. + if 'CLIENT_ID' in xml_dict: + json_struct['client'][0]['oauth_client'] = [{ + 'client_id': xml_dict['CLIENT_ID'], + }] + return json.dumps(json_struct, indent=2) + except KeyError as e: + sys.stderr.write('Could not find key in plist file: [%s]\n' % (e.args[0])) + return None + + +def convert_plist_to_json(plist_string, input_filename): + """Converts an input plist string into a .json file and saves it. + + Args: + plist_string: The contents of the loaded plist file. + + input_filename: The file name that the plist data was read from. + Returns: + the converted string, or None if there were errors. + """ + + try: + root = ElementTree.fromstring(plist_string) + except ElementTree.ParseError: + sys.stderr.write('Error parsing file %s.\n' + 'It does not appear to be valid XML.\n' % (input_filename)) + return None + + plist_dict = construct_plist_dictionary(root) + if plist_dict is None: + sys.stderr.write('In file %s, could not locate a top-level \'dict\' ' + 'element.\n' + 'File format should be plist XML, with a top-level ' + 'dictionary containing project settings as key-value ' + 'pairs.\n' % (input_filename)) + return None + + json_string = construct_google_services_json(plist_dict) + return json_string + + +def gen_string(parent, name, text): + """Generate one element and put into the list of keeps. + + Args: + parent: The object that will hold the string. + name: The name to store the string under. + text: The text of the string. + """ + if text: + prev = parent.get('tools:keep', '') + if prev: + prev += ',' + parent.set('tools:keep', prev + '@string/' + name) + child = ElementTree.SubElement(parent, 'string', { + 'name': name, + 'translatable': 'false' + }) + child.text = text + + +def indent(elem, level=0): + """Recurse through XML tree and add indentation. + + Args: + elem: The element to recurse over + level: The current indentation level. + """ + i = '\n' + level*' ' + if elem is not None: + if not elem.text or not elem.text.strip(): + elem.text = i + ' ' + if not elem.tail or not elem.tail.strip(): + elem.tail = i + for elem in elem: + indent(elem, level+1) + if not elem.tail or not elem.tail.strip(): + elem.tail = i + else: + if level and (not elem.tail or not elem.tail.strip()): + elem.tail = i + + +def argv_as_unicode_win32(): + """Returns unicode command line arguments on windows. + """ + + get_command_line_w = ctypes.cdll.kernel32.GetCommandLineW + get_command_line_w.restype = ctypes.wintypes.LPCWSTR + + # CommandLineToArgvW parses the Unicode command line + command_line_to_argv_w = ctypes.windll.shell32.CommandLineToArgvW + command_line_to_argv_w.argtypes = [ + ctypes.wintypes.LPCWSTR, + ctypes.POINTER(ctypes.c_int) + ] + command_line_to_argv_w.restype = ctypes.POINTER( + ctypes.wintypes.LPWSTR) + + argc = ctypes.c_int(0) + argv = command_line_to_argv_w(get_command_line_w(), argc) + + # Strip the python executable from the arguments if it exists + # (It would be listed as the first argument on the windows command line, but + # not in the arguments to the python script) + sys_argv_len = len(sys.argv) + return [unicode(argv[i]) for i in + range(argc.value - sys_argv_len, argc.value)] + + +def main(): + parser = argparse.ArgumentParser( + description=(( + 'Converts a Firebase %s into %s similar to the Gradle plugin, or ' + 'converts a Firebase %s into a %s suitible for use on desktop apps.' % + (DEFAULT_INPUT_FILENAME, DEFAULT_OUTPUT_FILENAME, + DEFAULT_PLIST_INPUT_FILENAME, DEFAULT_JSON_OUTPUT_FILENAME)))) + parser.add_argument('-i', help='Override input file name', + metavar='FILE', required=False) + parser.add_argument('-o', help='Override destination file name', + metavar='FILE', required=False) + parser.add_argument('-p', help=('Package ID to select within the set of ' + 'packages in the input file. If this is ' + 'not specified, the first package in the ' + 'input file is selected.')) + parser.add_argument('-l', help=('List all package IDs referenced by the ' + 'input file. If this is specified, ' + 'the output file is not created.'), + action='store_true', default=False, required=False) + parser.add_argument('-f', help=('Print project fields from the input file ' + 'in the form \'name=value\\n\' for each ' + 'field. If this is specified, the output ' + 'is not created.'), + action='store_true', default=False, required=False) + parser.add_argument( + '--plist', + help=( + 'Specifies a plist file to convert to a JSON configuration file. ' + 'If this is enabled, the script will expect a .plist file as input, ' + 'which it will convert into %s file. The output file is ' + '*not* suitable for use with Firebase on Android.' % + (DEFAULT_JSON_OUTPUT_FILENAME)), + action='store_true', + default=False, + required=False) + + # python 2 on Windows doesn't handle unicode arguments well, so we need to + # pre-process the command line arguments before trying to parse them. + if platform.system() == 'Windows': + sys.argv = argv_as_unicode_win32() + + args = parser.parse_args() + + if args.plist: + input_filename = DEFAULT_PLIST_INPUT_FILENAME + output_filename = DEFAULT_JSON_OUTPUT_FILENAME + else: + input_filename = DEFAULT_INPUT_FILENAME + output_filename = DEFAULT_OUTPUT_FILENAME + + if args.i: + # Encode the input string (type unicode) as a normal string (type str) + # using the 'utf-8' encoding so that it can be worked with the same as + # input names from other sources (like the defaults). + input_filename_raw = args.i.encode('utf-8') + # Decode the filename to a unicode string using the 'utf-8' encoding to + # properly handle filepaths with unicode characters in them. + input_filename = input_filename_raw.decode('utf-8') + + if args.o: + output_filename = args.o + + with open(input_filename, 'r') as ifile: + file_string = ifile.read() + + json_string = None + if args.plist: + json_string = convert_plist_to_json(file_string, input_filename) + if json_string is None: + return 1 + jsobj = json.loads(json_string) + else: + jsobj = json.loads(file_string) + + root = ElementTree.Element('resources') + root.set('xmlns:tools', 'http://schemas.android.com/tools') + + project_info = jsobj.get('project_info') + if project_info: + gen_string(root, 'firebase_database_url', project_info.get('firebase_url')) + gen_string(root, 'gcm_defaultSenderId', project_info.get('project_number')) + gen_string(root, 'google_storage_bucket', + project_info.get('storage_bucket')) + gen_string(root, 'project_id', project_info.get('project_id')) + + if args.f: + if not project_info: + sys.stderr.write('No project info found in %s.' % input_filename) + return 1 + for field, value in sorted(project_info.items()): + sys.stdout.write('%s=%s\n' % (field, value)) + return 0 + + packages = set() + client_list = jsobj.get('client') + if client_list: + # Search for the user specified package in the file. + selected_package_name = '' + selected_client = client_list[0] + find_package_name = args.p + for client in client_list: + package_name = client.get('client_info', {}).get( + 'android_client_info', {}).get('package_name', '') + if not package_name: + package_name = client.get('oauth_client', {}).get( + 'android_info', {}).get('package_name', '') + if package_name: + if not selected_package_name: + selected_package_name = package_name + selected_client = client + if package_name == find_package_name: + selected_package_name = package_name + selected_client = client + packages.add(package_name) + + if args.p and selected_package_name != find_package_name: + sys.stderr.write('No packages found in %s which match the package ' + 'name %s\n' + '\n' + 'Found the following:\n' + '%s\n' % (input_filename, find_package_name, + '\n'.join(packages))) + return 1 + + client_api_key = selected_client.get('api_key') + if client_api_key: + client_api_key0 = client_api_key[0] + gen_string(root, 'google_api_key', client_api_key0.get('current_key')) + gen_string(root, 'google_crash_reporting_api_key', + client_api_key0.get('current_key')) + + client_info = selected_client.get('client_info') + if client_info: + gen_string(root, 'google_app_id', client_info.get('mobilesdk_app_id')) + + # Only include the first matching OAuth client ID per type. + client_id_web_parsed = False + client_id_android_parsed = False + + oauth_client_list = selected_client.get('oauth_client') + if oauth_client_list: + for oauth_client in oauth_client_list: + client_type = oauth_client.get('client_type') + client_id = oauth_client.get('client_id') + if not (client_type and client_id): continue + if (client_type == OAUTH_CLIENT_TYPE_WEB and + not client_id_web_parsed): + gen_string(root, 'default_web_client_id', client_id) + client_id_web_parsed = True + if (client_type == OAUTH_CLIENT_TYPE_ANDROID_APP and + not client_id_android_parsed): + gen_string(root, 'default_android_client_id', client_id) + client_id_android_parsed = True + + services = selected_client.get('services') + if services: + ads_service = services.get('ads_service') + if ads_service: + gen_string(root, 'test_banner_ad_unit_id', + ads_service.get('test_banner_ad_unit_id')) + gen_string(root, 'test_interstitial_ad_unit_id', + ads_service.get('test_interstitial_ad_unit_id')) + analytics_service = services.get('analytics_service') + if analytics_service: + analytics_property = analytics_service.get('analytics_property') + if analytics_property: + gen_string(root, 'ga_trackingId', + analytics_property.get('tracking_id')) + # enable this once we have an example if this service being present + # in the json data: + maps_service_enabled = False + if maps_service_enabled: + maps_service = services.get('maps_service') + if maps_service: + maps_api_key = maps_service.get('api_key') + if maps_api_key: + for k in range(0, len(maps_api_key)): + # generates potentially multiple of these keys, which is + # the same behavior as the java plugin. + gen_string(root, 'google_maps_key', + maps_api_key[k].get('maps_api_key')) + + tree = ElementTree.ElementTree(root) + + indent(root) + + if args.l: + for package in sorted(packages): + if package: + sys.stdout.write(package + '\n') + else: + path = os.path.dirname(output_filename) + + if path and not os.path.exists(path): + os.makedirs(path) + + if not args.plist: + tree.write(output_filename, 'utf-8', True) + else: + with open(output_filename, 'w') as ofile: + ofile.write(json_string) + + return 0 + +if __name__ == '__main__': + sys.exit(main()) diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta new file mode 100644 index 0000000..72fb79b --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f18ed76c0f04ce0a65736104f913ef8 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/Editor/generate_xml_from_google_services_json.py +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/network_request.exe b/Assets/Firebase/Editor/network_request.exe new file mode 100644 index 0000000..30f5e8e Binary files /dev/null and b/Assets/Firebase/Editor/network_request.exe differ diff --git a/Assets/Firebase/Editor/network_request.exe.meta b/Assets/Firebase/Editor/network_request.exe.meta new file mode 100644 index 0000000..13e6c79 --- /dev/null +++ b/Assets/Firebase/Editor/network_request.exe.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3cd5d0a941c4cdc8ab4b1b684b05191 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/Editor/network_request.exe +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/network_request.py b/Assets/Firebase/Editor/network_request.py new file mode 100644 index 0000000..04f055f --- /dev/null +++ b/Assets/Firebase/Editor/network_request.py @@ -0,0 +1,416 @@ +# Copyright 2019 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. +"""Wrapper script which makes a network request. + +Basic Usage: network_request.py post + --url + --header
(optional, support multiple) + --body (optional) + --timeout (optional) + --verbose (optional) +""" + +import argparse +import inspect +import logging +import socket +import sys + +# pylint: disable=g-import-not-at-top +# pylint: disable=g-importing-member +try: + from six.moves.http_client import HTTPSConnection + from six.moves.http_client import HTTPConnection + from six.moves.http_client import HTTPException +except ImportError: + from http.client import HTTPSConnection + from http.client import HTTPConnection + from http.client import HTTPException + +try: + from six.moves.urllib.parse import urlparse +except ImportError: + from urllib.parse import urlparse +# pylint: enable=g-import-not-at-top +# pylint: enable=g-importing-member + +# Set up logger as soon as possible +formatter = logging.Formatter('[%(levelname)s] %(message)s') + +handler = logging.StreamHandler(stream=sys.stdout) +handler.setFormatter(formatter) +handler.setLevel(logging.INFO) + +logger = logging.getLogger(__name__) +logger.addHandler(handler) +logger.setLevel(logging.INFO) + +# Custom exit codes for known issues. +# System exit codes in python are valid from 0 - 256, so we will map some common +# ones here to understand successes and failures. +# Uses lower ints to not collide w/ HTTP status codes that the script may return +EXIT_CODE_SUCCESS = 0 +EXIT_CODE_SYS_ERROR = 1 +EXIT_CODE_INVALID_REQUEST_VALUES = 2 +EXIT_CODE_GENERIC_HTTPLIB_ERROR = 3 +EXIT_CODE_HTTP_TIMEOUT = 4 +EXIT_CODE_HTTP_REDIRECT_ERROR = 5 +EXIT_CODE_HTTP_NOT_FOUND_ERROR = 6 +EXIT_CODE_HTTP_SERVER_ERROR = 7 +EXIT_CODE_HTTP_UNKNOWN_ERROR = 8 + +MAX_EXIT_CODE = 8 + +# All used http verbs +POST = 'POST' + + +def unwrap_kwarg_namespace(func): + """Transform a Namespace object from argparse into proper args and kwargs. + + For a function that will be delegated to from argparse, inspect all of the + argments and extract them from the Namespace object. + + Args: + func: the function that we are wrapping to modify behavior + + Returns: + a new function that unwraps all of the arguments in a namespace and then + delegates to the passed function with those args. + """ + # When we move to python 3, getfullargspec so that we can tell the + # difference between args and kwargs -- then this could be used for functions + # that have both args and kwargs + if 'getfullargspec' in dir(inspect): + argspec = inspect.getfullargspec(func) + else: + argspec = inspect.getargspec(func) # Python 2 compatibility. + + def wrapped(argparse_namespace=None, **kwargs): + """Take a Namespace object and map it to kwargs. + + Inspect the argspec of the passed function. Loop over all the args that + are present in the function and try to map them by name to arguments in the + namespace. For keyword arguments, we do not require that they be present + in the Namespace. + + Args: + argparse_namespace: an arparse.Namespace object, the result of calling + argparse.ArgumentParser().parse_args() + **kwargs: keyword arguments that may be passed to the original function + Returns: + The return of the wrapped function from the parent. + + Raises: + ValueError in the event that an argument is passed to the cli that is not + in the set of named kwargs + """ + if not argparse_namespace: + return func(**kwargs) + + reserved_namespace_keywords = ['func'] + new_kwargs = {} + + args = argspec.args or [] + for arg_name in args: + passed_value = getattr(argparse_namespace, arg_name, None) + if passed_value is not None: + new_kwargs[arg_name] = passed_value + + for namespace_key in vars(argparse_namespace).keys(): + # ignore namespace keywords that have been set not passed in via cli + if namespace_key in reserved_namespace_keywords: + continue + + # make sure that we haven't passed something we should be processing + if namespace_key not in args: + raise ValueError('CLI argument "{}" does not match any argument in ' + 'function {}'.format(namespace_key, func.__name__)) + + return func(**new_kwargs) + + wrapped.__name__ = func.__name__ + return wrapped + + +class NetworkRequest(object): + """A container for an network request object. + + This class holds on to all of the attributes necessary for making a + network request via httplib. + """ + + def __init__(self, url, method, headers, body, timeout): + self.url = url.lower() + self.parsed_url = urlparse(self.url) + self.method = method + self.headers = headers + self.body = body + self.timeout = timeout + self.is_secure_connection = self.is_secure_connection() + + def execute_request(self): + """"Execute the request, and get a response. + + Returns: + an HttpResponse object from httplib + """ + if self.is_secure_connection: + conn = HTTPSConnection(self.get_hostname(), timeout=self.timeout) + else: + conn = HTTPConnection(self.get_hostname(), timeout=self.timeout) + + conn.request(self.method, self.url, self.body, self.headers) + response = conn.getresponse() + return response + + def get_hostname(self): + """Return the hostname for the url.""" + return self.parsed_url.netloc + + def is_secure_connection(self): + """Checks for a secure connection of https. + + Returns: + True if the scheme is "https"; False if "http" + + Raises: + ValueError when the scheme does not match http or https + """ + scheme = self.parsed_url.scheme + + if scheme == 'http': + return False + elif scheme == 'https': + return True + else: + raise ValueError('The url scheme is not "http" nor "https"' + ': {}'.format(scheme)) + + +def parse_colon_delimited_options(option_args): + """Parses a key value from a string. + + Args: + option_args: Key value string delimited by a color, ex: ("key:value") + + Returns: + Return an array with the key as the first element and value as the second + + Raises: + ValueError: If the key value option is not formatted correctly + """ + options = {} + + if not option_args: + return options + + for single_arg in option_args: + values = single_arg.split(':') + if len(values) != 2: + raise ValueError('An option arg must be a single key/value pair ' + 'delimited by a colon - ex: "thing_key:thing_value"') + + key = values[0].strip() + value = values[1].strip() + options[key] = value + + return options + + +def make_request(request): + """Makes a synchronous network request and return the HTTP status code. + + Args: + request: a well formulated request object + + Returns: + The HTTP status code of the network request. + '1' maps to invalid request headers. + """ + + logger.info('Sending network request -') + logger.info('\tUrl: %s', request.url) + logger.debug('\tMethod: %s', request.method) + logger.debug('\tHeaders: %s', request.headers) + logger.debug('\tBody: %s', request.body) + + try: + response = request.execute_request() + except socket.timeout: + logger.exception( + 'Timed out post request to %s in %d seconds for request body: %s', + request.url, request.timeout, request.body) + return EXIT_CODE_HTTP_TIMEOUT + except (HTTPException, socket.error): + logger.exception( + 'Encountered generic exception in posting to %s with request body %s', + request.url, request.body) + return EXIT_CODE_GENERIC_HTTPLIB_ERROR + + status = response.status + headers = response.getheaders() + logger.info('Received Network response -') + logger.info('\tStatus code: %d', status) + logger.debug('\tResponse headers: %s', headers) + + if status < 200 or status > 299: + logger.error('Request (%s) failed with status code %d\n', request.url, + status) + + # If we wanted this script to support get, we need to + # figure out what mechanism we intend for capturing the response + return status + + +@unwrap_kwarg_namespace +def post(url=None, header=None, body=None, timeout=5, verbose=False): + """Sends a post request. + + Args: + url: The url of the request + header: A list of headers for the request + body: The body for the request + timeout: Timeout in seconds for the request + verbose: Should debug logs be displayed + + Returns: + Return an array with the key as the first element and value as the second + """ + + if verbose: + handler.setLevel(logging.DEBUG) + logger.setLevel(logging.DEBUG) + + try: + logger.info('Parsing headers: %s', header) + headers = parse_colon_delimited_options(header) + except ValueError: + logging.exception('Could not parse the parameters with "--header": %s', + header) + return EXIT_CODE_INVALID_REQUEST_VALUES + + try: + request = NetworkRequest(url, POST, headers, body, float(timeout)) + except ValueError: + logger.exception('Invalid request values passed into the script.') + return EXIT_CODE_INVALID_REQUEST_VALUES + + status = make_request(request) + + # View exit code after running to get the http status code: 'echo $?' + return status + + +def get_argsparser(): + """Returns the argument parser. + + Returns: + Argument parser for the script. + """ + + parser = argparse.ArgumentParser( + description='The script takes in the arguments of a network request. ' + 'The network request is sent and the http status code will be' + 'returned as the exit code.') + subparsers = parser.add_subparsers(help='Commands:') + post_parser = subparsers.add_parser( + post.__name__, help='{} help'.format(post.__name__)) + post_parser.add_argument( + '--url', + help='Request url. Ex: https://www.google.com/somePath/', + required=True, + dest='url') + post_parser.add_argument( + '--header', + help='Request headers as a space delimited list of key ' + 'value pairs. Ex: "key1:value1 key2:value2"', + action='append', + required=False, + dest='header') + post_parser.add_argument( + '--body', + help='The body of the network request', + required=True, + dest='body') + post_parser.add_argument( + '--timeout', + help='The timeout in seconds', + default=10.0, + required=False, + dest='timeout') + post_parser.add_argument( + '--verbose', + help='Should verbose logging be outputted', + action='store_true', + default=False, + required=False, + dest='verbose') + post_parser.set_defaults(func=post) + return parser + + +def map_http_status_to_exit_code(status_code): + """Map an http status code to the appropriate exit code. + + Exit codes in python are valid from 0-256, so we want to map these to + predictable exit codes within range. + + Args: + status_code: the input status code that was output from the network call + function + + Returns: + One of our valid exit codes declared at the top of the file or a generic + unknown error code + """ + if status_code <= MAX_EXIT_CODE: + return status_code + + if status_code > 199 and status_code < 300: + return EXIT_CODE_SUCCESS + + if status_code == 302: + return EXIT_CODE_HTTP_REDIRECT_ERROR + + if status_code == 404: + return EXIT_CODE_HTTP_NOT_FOUND_ERROR + + if status_code > 499: + return EXIT_CODE_HTTP_SERVER_ERROR + + return EXIT_CODE_HTTP_UNKNOWN_ERROR + + +def main(): + """Main function to run the program. + + Parse system arguments and delegate to the appropriate function. + + Returns: + A status code - either an http status code or a custom error code + """ + parser = get_argsparser() + subparser_action = parser.parse_args() + try: + return subparser_action.func(subparser_action) + except ValueError: + logger.exception('Invalid arguments passed.') + parser.print_help(sys.stderr) + return EXIT_CODE_INVALID_REQUEST_VALUES + return EXIT_CODE_GENERIC_HTTPLIB_ERROR + +if __name__ == '__main__': + exit_code = map_http_status_to_exit_code(main()) + sys.exit(exit_code) diff --git a/Assets/Firebase/Editor/network_request.py.meta b/Assets/Firebase/Editor/network_request.py.meta new file mode 100644 index 0000000..a8d3b95 --- /dev/null +++ b/Assets/Firebase/Editor/network_request.py.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e6e32fecbfd44fab946fa160e4861924 +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/Editor/network_request.py +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp.meta b/Assets/Firebase/FirebaseApp.meta new file mode 100644 index 0000000..4abaabb --- /dev/null +++ b/Assets/Firebase/FirebaseApp.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2548aa8906fa5ef47a69abdfe1d79d93 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal.meta b/Assets/Firebase/FirebaseApp/Internal.meta new file mode 100644 index 0000000..791ae39 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0fe578724beee9a43853c7797c7f0ba3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs new file mode 100644 index 0000000..11a59a6 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs @@ -0,0 +1,439 @@ +/* + * Copyright 2025 Google LLC + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +using System; +using System.Net.Http; +using System.Net.WebSockets; +using System.Reflection; +using System.Threading.Tasks; + +namespace Firebase.Internal +{ + // Contains internal helper methods for interacting with other Firebase libraries. + internal static class FirebaseInterops + { + // The cached fields for FirebaseApp reflection. + private static PropertyInfo _dataCollectionProperty = null; + + // The various App Check types needed to retrieve the token, cached via reflection on startup. + private static Type _appCheckType; + private static MethodInfo _appCheckGetInstanceMethod; + private static MethodInfo _appCheckGetTokenMethod; + private static PropertyInfo _appCheckTokenResultProperty; + private static PropertyInfo _appCheckTokenTokenProperty; + // Used to determine if the App Check reflection initialized successfully, and should work. + private static bool _appCheckReflectionInitialized = false; + // The header used by the AppCheck token. + private const string appCheckHeader = "X-Firebase-AppCheck"; + + // The various Auth types needed to retrieve the token, cached via reflection on startup. + private static Type _authType; + private static MethodInfo _authGetAuthMethod; + private static PropertyInfo _authCurrentUserProperty; + private static MethodInfo _userTokenAsyncMethod; + private static PropertyInfo _userTokenTaskResultProperty; + // Used to determine if the Auth reflection initialized successfully, and should work. + private static bool _authReflectionInitialized = false; + // The header used by the AppCheck token. + private const string authHeader = "Authorization"; + + static FirebaseInterops() + { + InitializeAppReflection(); + InitializeAppCheckReflection(); + InitializeAuthReflection(); + } + + private static void LogError(string message) + { +#if FIREBASEAI_DEBUG_LOGGING + UnityEngine.Debug.LogError(message); +#endif + } + + // Cache the methods needed for FirebaseApp reflection. + private static void InitializeAppReflection() + { + try + { + _dataCollectionProperty = typeof(FirebaseApp).GetProperty( + "IsDataCollectionDefaultEnabled", + BindingFlags.Instance | BindingFlags.NonPublic); + if (_dataCollectionProperty == null) + { + LogError("Could not find FirebaseApp.IsDataCollectionDefaultEnabled property via reflection."); + return; + } + if (_dataCollectionProperty.PropertyType != typeof(bool)) + { + LogError("FirebaseApp.IsDataCollectionDefaultEnabled is not a bool, " + + $"but is {_dataCollectionProperty.PropertyType}"); + return; + } + } + catch (Exception e) + { + LogError($"Failed to initialize FirebaseApp reflection: {e}"); + } + } + + // Gets the property FirebaseApp.IsDataCollectionDefaultEnabled. + public static bool GetIsDataCollectionDefaultEnabled(FirebaseApp firebaseApp) + { + if (firebaseApp == null || _dataCollectionProperty == null) + { + return false; + } + + try + { + return (bool)_dataCollectionProperty.GetValue(firebaseApp); + } + catch (Exception e) + { + LogError($"Error accessing 'IsDataCollectionDefaultEnabled': {e}"); + return false; + } + } + + // SDK version to use if unable to find it. + private const string _unknownSdkVersion = "unknown"; + private static readonly Lazy _sdkVersionFetcher = new(() => + { + try + { + // Get the type Firebase.VersionInfo from the assembly that defines FirebaseApp. + Type versionInfoType = typeof(FirebaseApp).Assembly.GetType("Firebase.VersionInfo"); + if (versionInfoType == null) + { + LogError("Firebase.VersionInfo type not found via reflection"); + return _unknownSdkVersion; + } + + // Firebase.VersionInfo.SdkVersion + PropertyInfo sdkVersionProperty = versionInfoType.GetProperty( + "SdkVersion", + BindingFlags.Static | BindingFlags.NonPublic); + if (sdkVersionProperty == null) + { + LogError("Firebase.VersionInfo.SdkVersion property not found via reflection."); + return _unknownSdkVersion; + } + + return sdkVersionProperty.GetValue(null) as string ?? _unknownSdkVersion; + } + catch (Exception e) + { + LogError($"Error accessing SdkVersion via reflection: {e}"); + return _unknownSdkVersion; + } + }); + + // Gets the internal property Firebase.VersionInfo.SdkVersion + internal static string GetVersionInfoSdkVersion() + { + return _sdkVersionFetcher.Value; + } + + // Cache the various types and methods needed for AppCheck token retrieval. + private static void InitializeAppCheckReflection() + { + const string firebaseAppCheckTypeName = "Firebase.AppCheck.FirebaseAppCheck, Firebase.AppCheck"; + const string getAppCheckTokenMethodName = "GetAppCheckTokenAsync"; + + try + { + // Set this to false, to allow easy failing out via return. + _appCheckReflectionInitialized = false; + + _appCheckType = Type.GetType(firebaseAppCheckTypeName); + if (_appCheckType == null) + { + return; + } + + // Get the static method GetInstance(FirebaseApp app) + _appCheckGetInstanceMethod = _appCheckType.GetMethod( + "GetInstance", BindingFlags.Static | BindingFlags.Public, null, + new Type[] { typeof(FirebaseApp) }, null); + if (_appCheckGetInstanceMethod == null) + { + LogError("Could not find FirebaseAppCheck.GetInstance method via reflection."); + return; + } + + // Get the instance method GetAppCheckTokenAsync(bool forceRefresh) + _appCheckGetTokenMethod = _appCheckType.GetMethod( + getAppCheckTokenMethodName, BindingFlags.Instance | BindingFlags.Public, null, + new Type[] { typeof(bool) }, null); + if (_appCheckGetTokenMethod == null) + { + LogError($"Could not find {getAppCheckTokenMethodName} method via reflection."); + return; + } + + // Should be Task + Type appCheckTokenTaskType = _appCheckGetTokenMethod.ReturnType; + + // Get the Result property from the Task + _appCheckTokenResultProperty = appCheckTokenTaskType.GetProperty("Result"); + if (_appCheckTokenResultProperty == null) + { + LogError("Could not find Result property on App Check token Task."); + return; + } + + // Should be AppCheckToken + Type appCheckTokenType = _appCheckTokenResultProperty.PropertyType; + + _appCheckTokenTokenProperty = appCheckTokenType.GetProperty("Token"); + if (_appCheckTokenTokenProperty == null) + { + LogError($"Could not find Token property on AppCheckToken."); + return; + } + + _appCheckReflectionInitialized = true; + } + catch (Exception e) + { + LogError($"Exception during static initialization of FirebaseInterops: {e}"); + } + } + + // Gets the AppCheck Token, assuming there is one. Otherwise, returns null. + internal static async Task GetAppCheckTokenAsync(FirebaseApp firebaseApp) + { + // If AppCheck reflection failed for any reason, nothing to do. + if (!_appCheckReflectionInitialized) + { + return null; + } + + try + { + // Get the FirebaseAppCheck instance for the current FirebaseApp + object appCheckInstance = _appCheckGetInstanceMethod.Invoke(null, new object[] { firebaseApp }); + if (appCheckInstance == null) + { + LogError("Failed to get FirebaseAppCheck instance via reflection."); + return null; + } + + // Invoke GetAppCheckTokenAsync(false) - returns a Task + object taskObject = _appCheckGetTokenMethod.Invoke(appCheckInstance, new object[] { false }); + if (taskObject is not Task appCheckTokenTask) + { + LogError($"Invoking GetToken did not return a Task."); + return null; + } + + // Await the task to get the AppCheckToken result + await appCheckTokenTask; + + // Check for exceptions in the task + if (appCheckTokenTask.IsFaulted) + { + LogError($"Error getting App Check token: {appCheckTokenTask.Exception}"); + return null; + } + + // Get the Result property from the Task + object tokenResult = _appCheckTokenResultProperty.GetValue(appCheckTokenTask); // This is the AppCheckToken struct + if (tokenResult == null) + { + LogError("App Check token result was null."); + return null; + } + + // Get the Token property from the AppCheckToken struct + return _appCheckTokenTokenProperty.GetValue(tokenResult) as string; + } + catch (Exception e) + { + // Log any exceptions during the reflection/invocation process + LogError($"An error occurred while trying to fetch App Check token: {e}"); + } + return null; + } + + // Cache the various types and methods needed for Auth token retrieval. + private static void InitializeAuthReflection() + { + const string firebaseAuthTypeName = "Firebase.Auth.FirebaseAuth, Firebase.Auth"; + const string getTokenMethodName = "TokenAsync"; + + try + { + // Set this to false, to allow easy failing out via return. + _authReflectionInitialized = false; + + _authType = Type.GetType(firebaseAuthTypeName); + if (_authType == null) + { + // Auth assembly likely not present, fine to skip + return; + } + + // Get the static method GetAuth(FirebaseApp app): + _authGetAuthMethod = _authType.GetMethod( + "GetAuth", BindingFlags.Static | BindingFlags.Public, null, + new Type[] { typeof(FirebaseApp) }, null); + if (_authGetAuthMethod == null) + { + LogError("Could not find FirebaseAuth.GetAuth method via reflection."); + return; + } + + // Get the CurrentUser property from FirebaseAuth instance + _authCurrentUserProperty = _authType.GetProperty("CurrentUser", BindingFlags.Instance | BindingFlags.Public); + if (_authCurrentUserProperty == null) + { + LogError("Could not find FirebaseAuth.CurrentUser property via reflection."); + return; + } + + // This should be FirebaseUser type + Type userType = _authCurrentUserProperty.PropertyType; + + // Get the TokenAsync(bool) method from FirebaseUser + _userTokenAsyncMethod = userType.GetMethod( + getTokenMethodName, BindingFlags.Instance | BindingFlags.Public, null, + new Type[] { typeof(bool) }, null); + if (_userTokenAsyncMethod == null) + { + LogError($"Could not find FirebaseUser.{getTokenMethodName}(bool) method via reflection."); + return; + } + + // The return type is Task + Type tokenTaskType = _userTokenAsyncMethod.ReturnType; + + // Get the Result property from Task + _userTokenTaskResultProperty = tokenTaskType.GetProperty("Result"); + if (_userTokenTaskResultProperty == null) + { + LogError("Could not find Result property on Auth token Task."); + return; + } + + // Check if Result property is actually a string + if (_userTokenTaskResultProperty.PropertyType != typeof(string)) + { + LogError("Auth token Task's Result property is not a string, " + + $"but is {_userTokenTaskResultProperty.PropertyType}"); + return; + } + + _authReflectionInitialized = true; + } + catch (Exception e) + { + LogError($"Exception during static initialization of Auth reflection in FirebaseInterops: {e}"); + _authReflectionInitialized = false; + } + } + + // Gets the Auth Token, assuming there is one. Otherwise, returns null. + internal static async Task GetAuthTokenAsync(FirebaseApp firebaseApp) + { + // If Auth reflection failed for any reason, nothing to do. + if (!_authReflectionInitialized) + { + return null; + } + + try + { + // Get the FirebaseAuth instance for the given FirebaseApp. + object authInstance = _authGetAuthMethod.Invoke(null, new object[] { firebaseApp }); + if (authInstance == null) + { + LogError("Failed to get FirebaseAuth instance via reflection."); + return null; + } + + // Get the CurrentUser property + object currentUser = _authCurrentUserProperty.GetValue(authInstance); + if (currentUser == null) + { + // No user logged in, so no token + return null; + } + + // Invoke TokenAsync(false) - returns a Task + object taskObject = _userTokenAsyncMethod.Invoke(currentUser, new object[] { false }); + if (taskObject is not Task tokenTask) + { + LogError("Invoking TokenAsync did not return a Task."); + return null; + } + + // Await the task to get the token result + await tokenTask; + + // Check for exceptions in the task + if (tokenTask.IsFaulted) + { + LogError($"Error getting Auth token: {tokenTask.Exception}"); + return null; + } + + // Get the Result property (which is the string token) + return _userTokenTaskResultProperty.GetValue(tokenTask) as string; + } + catch (Exception e) + { + // Log any exceptions during the reflection/invocation process + LogError($"An error occurred while trying to fetch Auth token: {e}"); + } + return null; + } + + // Adds the other Firebase tokens to the HttpRequest, as available. + internal static async Task AddFirebaseTokensAsync(HttpRequestMessage request, FirebaseApp firebaseApp, string authTokenPrefix = "Firebase") + { + string appCheckToken = await GetAppCheckTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(appCheckToken)) + { + request.Headers.Add(appCheckHeader, appCheckToken); + } + + string authToken = await GetAuthTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(authToken)) + { + request.Headers.Add(authHeader, $"{authTokenPrefix} {authToken}"); + } + } + + // Adds the other Firebase tokens to the WebSocket, as available. + internal static async Task AddFirebaseTokensAsync(ClientWebSocket socket, FirebaseApp firebaseApp, string authTokenPrefix = "Firebase") + { + string appCheckToken = await GetAppCheckTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(appCheckToken)) + { + socket.Options.SetRequestHeader(appCheckHeader, appCheckToken); + } + + string authToken = await GetAuthTokenAsync(firebaseApp); + if (!string.IsNullOrEmpty(authToken)) + { + socket.Options.SetRequestHeader(authHeader, $"{authTokenPrefix} {authToken}"); + } + } + } + +} diff --git a/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta new file mode 100644 index 0000000..9b2ad11 --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/FirebaseInterops.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc30602676ea492eab91b6ff7cd6ba3b +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/FirebaseApp/Internal/FirebaseInterops.cs +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs new file mode 100644 index 0000000..917069f --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs @@ -0,0 +1,89 @@ +/* + * Copyright 2025 Google LLC + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +using System; +using System.Net; +using System.Net.Http; +using System.Threading.Tasks; + +namespace Firebase.Internal +{ + // Helper functions to help handling the Http calls. + internal static class HttpHelpers + { + internal static async Task SetRequestHeaders(HttpRequestMessage request, FirebaseApp firebaseApp, string authPrefix = "Firebase") + { + request.Headers.Add("x-goog-api-key", firebaseApp.Options.ApiKey); + string version = FirebaseInterops.GetVersionInfoSdkVersion(); + request.Headers.Add("x-goog-api-client", $"gl-csharp/8.0 fire/{version}"); + if (FirebaseInterops.GetIsDataCollectionDefaultEnabled(firebaseApp)) + { + request.Headers.Add("X-Firebase-AppId", firebaseApp.Options.AppId); + request.Headers.Add("X-Firebase-AppVersion", UnityEngine.Application.version); + } + // Add additional Firebase tokens to the header. + await FirebaseInterops.AddFirebaseTokensAsync(request, firebaseApp, authPrefix); + } + + // Helper function to throw an exception if the Http Response indicates failure. + // Useful as EnsureSuccessStatusCode can leave out relevant information. + internal static async Task ValidateHttpResponse(HttpResponseMessage response) + { + if (response.IsSuccessStatusCode) + { + return; + } + + // Status code indicates failure, try to read the content for more details + string errorContent = "No error content available."; + if (response.Content != null) + { + try + { + errorContent = await response.Content.ReadAsStringAsync(); + } + catch (Exception readEx) + { + // Handle being unable to read the content + errorContent = $"Failed to read error content: {readEx.Message}"; + } + } + + // Construct the exception with as much information as possible. + var ex = new HttpRequestException( + $"HTTP request failed with status code: {(int)response.StatusCode} ({response.ReasonPhrase}).\n" + + $"Error Content: {errorContent}", + null + ); + ex.Data["StatusCode"] = response.StatusCode; + + throw ex; + } + } + + // Extension to get the StatusCode from the exception. + internal static class HttpRequestExceptionExtensions + { + internal static HttpStatusCode? GetStatusCode(this HttpRequestException exception) + { + if (exception.Data.Contains("StatusCode")) + { + return (HttpStatusCode)exception.Data["StatusCode"]; + } + return null; + } + } +} diff --git a/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta new file mode 100644 index 0000000..cd00a1d --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/HttpHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: edaf55a8a9944057852d797b4558bf8a +labels: +- gvh +- gvh_version-13.10.0 +- gvhp_exportpath-Firebase/FirebaseApp/Internal/HttpHelpers.cs +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/FirebaseApp/Internal/link.xml b/Assets/Firebase/FirebaseApp/Internal/link.xml new file mode 100644 index 0000000..cd3baaf --- /dev/null +++ b/Assets/Firebase/FirebaseApp/Internal/link.xml @@ -0,0 +1,9 @@ + + + + + + + + + diff --git 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--- /dev/null +++ b/Assets/GoogleService-Info (2).plist @@ -0,0 +1,32 @@ + + + + + API_KEY + AIzaSyCyppnboF7iffcB4aBdPfhjuF8zMYZ8zT8 + GCM_SENDER_ID + 1046689014694 + PLIST_VERSION + 1 + BUNDLE_ID + com.PKT.EnvironBuild + PROJECT_ID + final-project-7270d + STORAGE_BUCKET + final-project-7270d.firebasestorage.app + IS_ADS_ENABLED + + IS_ANALYTICS_ENABLED + + IS_APPINVITE_ENABLED + + IS_GCM_ENABLED + + IS_SIGNIN_ENABLED + + GOOGLE_APP_ID + 1:1046689014694:ios:9d71da925674abc986a567 + DATABASE_URL + https://final-project-7270d-default-rtdb.firebaseio.com + + \ No newline at end of file diff --git a/Assets/GoogleService-Info (2).plist.meta b/Assets/GoogleService-Info (2).plist.meta new file mode 100644 index 0000000..eead9e1 --- /dev/null +++ b/Assets/GoogleService-Info (2).plist.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3997b970de06de34f92921e1de28fef3 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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d81d964f2a9bc4bf588f1abbc0633327 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ -0,0 +1,180 @@ +//------------------------------------------------------------------------------ +// HeadphoneMotion - Unity plugin that exposes the CMHeadphoneMotionManager API +// GitHub: https://github.com/anastasiadevana/HeadphoneMotion +//------------------------------------------------------------------------------ +// +// MIT License +// +// Copyright (c) 2020 Anastasia Devana +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +//------------------------------------------------------------------------------ + +using System; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +namespace HearXR +{ + /// + /// Example of using HeadphoneMotion. + /// + public class HeadphoneMotionExample : MonoBehaviour + { + #region Editor Fields + [SerializeField] private Transform _rotateTarget = default; + [SerializeField] private Text _motionAvailabilityText = default; + [SerializeField] private Text _headphoneConnectionStatusText = default; + [SerializeField] private Button _toggleTrackingButton = default; + [SerializeField] private Button _calibrateStartingRotationButton = default; + [SerializeField] private Button _resetCalibrationButton = default; + #endregion + + #region Private Fields + private bool _motionAvailable; + private bool _tracking; + private bool _headphonesConnected; + private Text _trackingButtonText; + private Quaternion _lastRotation = Quaternion.identity; + private Quaternion _calibratedOffset = Quaternion.identity; + #endregion + + #region Init + private void Start() + { + // Add event listeners to buttons and hide buttons as needed. + _toggleTrackingButton.onClick.AddListener(ToggleTracking); + _trackingButtonText = _toggleTrackingButton.GetComponentInChildren(); + + _calibrateStartingRotationButton.onClick.AddListener(CalibrateStartingRotation); + _resetCalibrationButton.onClick.AddListener(ResetCalibration); + UpdateRotationOffsetButtons(); + + // Init HeadphoneMotion. Always call this first. + HeadphoneMotion.Init(); + + // Check if headphone motion is available on this device. + _motionAvailable = HeadphoneMotion.IsHeadphoneMotionAvailable(); + _motionAvailabilityText.text = + (_motionAvailable) ? "Headphone motion is available" : "Headphone motion is not available"; + + if (_motionAvailable) + { + // Set headphones connected text to false to start with. + HandleHeadphoneConnectionChange(false); + + // Subscribe to events before starting tracking, or will miss the initial headphones connected callback. + // Subscribe to the headphones connected/disconnected event. + HeadphoneMotion.OnHeadphoneConnectionChanged += HandleHeadphoneConnectionChange; + + // Subscribe to the rotation callback. + HeadphoneMotion.OnHeadRotationQuaternion += HandleHeadRotationQuaternion; + + // Start tracking headphone motion. + HeadphoneMotion.StartTracking(); + _tracking = true; + } + + UpdateTrackingButton(); + } + #endregion + + #region Event Handlers + /// + /// Headphone connection status was changed (callback for OnHeadphoneConnectionChanged()). + /// + /// TRUE if connected, FALSE otherwise. + private void HandleHeadphoneConnectionChange(bool connected) + { + _headphonesConnected = connected; + _headphoneConnectionStatusText.text = + (_headphonesConnected) ? "Headphones are connected" : "Headphones are not connected"; + + UpdateRotationOffsetButtons(); + } + + /// + /// Receive headphone as quaternion (callback for OnHeadRotationQuaternion()). + /// + /// Headphone rotation + private void HandleHeadRotationQuaternion(Quaternion rotation) + { + // Match the target object's rotation to the headphone rotation. + if (_calibratedOffset == Quaternion.identity) + { + _rotateTarget.rotation = rotation; + } + else + { + _rotateTarget.rotation = rotation * Quaternion.Inverse(_calibratedOffset); + } + + _lastRotation = rotation; + } + #endregion + + #region Private Methods + private void ToggleTracking() + { + _tracking = !_tracking; + + if (_motionAvailable && _tracking) + { + HeadphoneMotion.StartTracking(); + } + else + { + HeadphoneMotion.StopTracking(); + } + + UpdateTrackingButton(); + } + + private void CalibrateStartingRotation() + { + _calibratedOffset = _lastRotation; + UpdateRotationOffsetButtons(); + } + + private void ResetCalibration() + { + _calibratedOffset = Quaternion.identity; + UpdateRotationOffsetButtons(); + } + + private void UpdateTrackingButton() + { + if (!_motionAvailable) + { + _toggleTrackingButton.gameObject.SetActive(false); + return; + } + + _trackingButtonText.text = (_tracking) ? "Disable tracking" : "Enable tracking"; + } + + private void UpdateRotationOffsetButtons() + { + _calibrateStartingRotationButton.gameObject.SetActive(_tracking && _headphonesConnected); + _resetCalibrationButton.gameObject.SetActive(_tracking && _headphonesConnected && _calibratedOffset != Quaternion.identity); + } + #endregion + } +} diff --git a/Assets/Scripts/SaveLoad/FileHandler.cs.meta b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta similarity index 83% rename from Assets/Scripts/SaveLoad/FileHandler.cs.meta rename to Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta index ca6e02c..f49c51f 100644 --- a/Assets/Scripts/SaveLoad/FileHandler.cs.meta +++ b/Assets/HeadphoneMotion/Example/Scripts/HeadphoneMotionExample.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 951215b37da7f4ef19c4b5b690208bbd +guid: 165c7fb012f894bfa9ce01af9d3ebbd2 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/HeadphoneMotion/Plugins.meta b/Assets/HeadphoneMotion/Plugins.meta new file mode 100644 index 0000000..8134c03 --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 62957a77825894bbaa93d58de756df37 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HeadphoneMotion/Plugins/iOS.meta b/Assets/HeadphoneMotion/Plugins/iOS.meta new file mode 100644 index 0000000..a4c0bde --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins/iOS.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e6525336f27db4c908e4c74a39f18f3a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs b/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs new file mode 100644 index 0000000..ab06059 --- /dev/null +++ b/Assets/HeadphoneMotion/Plugins/iOS/HeadphoneMotion.cs @@ -0,0 +1,184 @@ +//------------------------------------------------------------------------------ +// HeadphoneMotion - Unity plugin that exposes the CMHeadphoneMotionManager API +// GitHub: https://github.com/anastasiadevana/HeadphoneMotion +//------------------------------------------------------------------------------ +// +// MIT License +// +// Copyright (c) 2020 Anastasia Devana +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files (the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions: +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +//------------------------------------------------------------------------------ + +using System; +using System.Runtime.InteropServices; +using AOT; +using UnityEngine; + +namespace HearXR +{ + /// + /// C# wrapper for the HeadphoneMotion native class. + /// + public class HeadphoneMotion : MonoBehaviour + { + #region Delegates + /// + /// Head rotation data from the headphone motion manager API. + /// X, Y, Z, and W correspond to the CMQuaternion values. + /// See https://developer.apple.com/documentation/coremotion/cmquaternion + /// + public delegate void HeadRotationAction(double x, double y, double z, double w); + + /// + /// Headphone connection status change. + /// + /// TRUE if headphones were connected, FALSE otherwise. + public delegate void HeadphoneConnectionAction(bool connected); + #endregion + + #region Events + /// + /// Head rotation data is available. Passes in raw CMQuaternion x, y, z, w values. + /// + public static HeadRotationAction OnHeadRotationRaw; + + /// + /// Head rotation data is available. Passes in a Quaternion ready to use for rotation. + /// + public static event Action OnHeadRotationQuaternion; + + /// + /// Headphones connection status was changed. + /// + public static HeadphoneConnectionAction OnHeadphoneConnectionChanged; + #endregion + + #region Public Methods + /// + /// Initialize the Headphone Motion API. + /// This method must be called before any others. + /// + public static void Init() + { + #if UNITY_IOS && !UNITY_EDITOR + setHeadphoneConnectionDelegate(HeadphoneConnectionChanged); + setRotationDelegate(RotationUpdated); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Start listening for headphone connection events and tracking headphone motion. + /// You must call Init first, and it is advisable to check IsHeadphoneMotionAvailable() before calling this method. + /// + public static void StartTracking() + { + #if UNITY_IOS && !UNITY_EDITOR + startTracking(); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Stop listening for headphone connection events and tracking headphone motion. + /// + public static void StopTracking() + { + #if UNITY_IOS && !UNITY_EDITOR + stopTracking(); + #else + DisplayPlatformError(); + #endif + } + + /// + /// Check if headphone motion API is available. + /// + /// TRUE is headphone motion API is available, FALSE otherwise. + public static bool IsHeadphoneMotionAvailable() + { + #if UNITY_IOS && !UNITY_EDITOR + return isHeadphoneMotionAvailable(); + #else + DisplayPlatformError(); + return false; + #endif + } + + /// + /// Check if headphones are connected. + /// Alternatively, you can subscribe to the OnHeadphoneConnectionChanged() event to be notified when the headphones are + /// connected or disconnected. + /// + /// TRUE if headphones are connected, FALSE otherwise. + public static bool AreHeadphonesConnected() + { + #if UNITY_IOS && !UNITY_EDITOR + return areHeadphonesConnected(); + #else + DisplayPlatformError(); + return false; + #endif + } + #endregion + + #region 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) { + 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NewBehaviourScript : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/NewBehaviourScript.cs.meta b/Assets/NewBehaviourScript.cs.meta new file mode 100644 index 0000000..2aee77d --- /dev/null +++ b/Assets/NewBehaviourScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5d202e395068b74cbd21938ce43d444 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations.meta b/Assets/NiceVibrations.meta new file mode 100644 index 0000000..28b6aa8 --- /dev/null +++ b/Assets/NiceVibrations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ee6c69fc03d294b9796cfb3c264c409c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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+fileFormatVersion: 2 +guid: 6774aaf2201b146198998a7cab78f9de +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta new file mode 100644 index 0000000..da74614 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 78e5382badd2b42caa2878c61015a236 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs new file mode 100644 index 0000000..ad580a0 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.NiceVibrations +{ +#if UNITY_EDITOR + /// + /// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically + /// + [InitializeOnLoad] + public class NiceVibrationsDefineSymbols + { + /// + /// A list of all the symbols you want added to the build settings + /// + public static readonly string[] Symbols = new string[] + { + "MOREMOUNTAINS_NICEVIBRATIONS" + }; + + /// + /// As soon as this class has finished compiling, adds the specified define symbols to the build settings + /// + static NiceVibrationsDefineSymbols() + { + string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); + List scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList(); + scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList)); + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, string.Join(";", scriptingDefinesStringList.ToArray())); + } + } +#endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta new file mode 100644 index 0000000..ab3c1c5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/DefineSymbols/NiceVibrationsDefineSymbols.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b2b51febacf4564ab92a1a04d6cd1ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs new file mode 100644 index 0000000..546a483 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + #if UNITY_EDITOR + /// + /// This custom inspector for MMNVAndroidWaveFormAssets adds a button to import values from an AHAP file + /// + [CustomEditor(typeof(MMNVAndroidWaveFormAsset))] + public class MMNVAndroidWaveFormAssetEditor : Editor + { + /// + /// On inspector GUI, we draw an extra button + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + MMNVAndroidWaveFormAsset waveformAsset = (MMNVAndroidWaveFormAsset)target; + + DrawDefaultInspector(); + + if (waveformAsset.AHAPFile != null) + { + if (GUILayout.Button("Import from AHAP")) + { + MMNVAndroidWaveForm tempWaveform = MMNVAHAP.AHAPtoAndroidWaveForm(waveformAsset.AHAPFile.text, waveformAsset.IntensityMultiplier, waveformAsset.SharpnessMultiplier); + waveformAsset.WaveForm.Pattern = tempWaveform.Pattern; + waveformAsset.WaveForm.Amplitudes = tempWaveform.Amplitudes; + } + } + + serializedObject.ApplyModifiedProperties(); + } + } + #endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta new file mode 100644 index 0000000..f5cb049 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAndroidWaveFormAssetEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b384fa36cd33d1d40a8f635f1c648176 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs new file mode 100644 index 0000000..f5a9337 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs @@ -0,0 +1,26 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace MoreMountains.NiceVibrations +{ + /// + /// An asset post processor used to compensate for a new bug introduced by Unity in 2019.3.12f1 + /// + public class MMNVAssetPostProcessor : AssetPostprocessor + { + /// + /// On GeneratedCSProject, we force ReferenceOutputAssembly to true to avoid missing references in VS. + /// + /// + /// + /// + private static string OnGeneratedCSProject(string path, string content) + { + return content.Replace("false", "true"); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta new file mode 100644 index 0000000..c76a557 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVAssetPostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 433967178997d39458757004d883d804 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs new file mode 100644 index 0000000..238c525 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs @@ -0,0 +1,259 @@ +#if UNITY_EDITOR +using System.IO; +using UnityEngine; +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEditor.Build; +#if UNITY_2018_1_OR_NEWER +using UnityEditor.Build.Reporting; +#endif + +#if UNITY_IOS +using UnityEditor.iOS.Xcode; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class takes care of post processing after a build, adding properties to the XCode project or framework depending on the Unity version. + /// Note that this class tries to guess paths to certain files, and while this will work in most cases, you may be in a configuration where it doesn't. + /// You'll need to bind the header and mobule files in an asset located in NiceVibrations/Common/Resources, and called + /// MMNVPathDefinition. Don't change its name! Just select it, and from the editor, bind the files if it's not already the case. + /// + public class MMNVBuildPostProcessor : IPostprocessBuildWithReport + { + public static readonly char SEPARATOR = '/'; + + /// the order at which this build post processor should run + public int callbackOrder => 1; + + public static string _pluginPath; + + public static string _headerFileName; + public static string _headerFileUnityPath; + public static string _headerFileXCodePath; + + public static string _moduleFileName; + public static string _moduleFileUnityPath; + public static string _moduleFileXCodePath; + + public static MMNVPath _mmnvPath; + + public static bool _forceSwiftForFramework = false; + public static bool _forceSwiftForMainTarget = false; + + /// + /// On post process build, we run our treatment, and throw an error if necessary + /// + /// + public void OnPostprocessBuild(BuildReport report) + { + try + { + + if (EditorUserBuildSettings.symlinkSources) + { + Debug.LogError("[MMNVBuildPostProcessor] Please make sure you set 'Symlink Unity Libraries' to false in your build settings before building."); + } + + if (report.summary.platform == BuildTarget.iOS) + { + string path = report.summary.outputPath; + // SettingPlist(path); + #if UNITY_IOS && UNITY_EDITOR + ConfigureXCodeProjectForNativePlugin(path); + #endif + } + } + catch (System.Exception e) + { + throw new BuildFailedException(e); // make sure the build fails + } + } + +#if UNITY_IOS && UNITY_EDITOR + + /// + /// Grabs the MMNVPathDefinition asset + /// + public static void GetMMNVPath() + { + if (_mmnvPath == null) + { + _mmnvPath = Resources.Load("MMNVPathDefinition"); + } + if (_mmnvPath != null) + { + _forceSwiftForFramework = _mmnvPath.ForceAlwaysEmbedSwiftSLForFramework; + _forceSwiftForMainTarget = _mmnvPath.ForceAlwaysEmbedSwiftSLForMainTarget; + } + } + + /// + /// Determines the paths based on the files bound in the MMNVPathDefinition asset + /// + public static void DeterminePaths() + { + _pluginPath = ""; + + if (_mmnvPath != null) + { + _pluginPath = AssetDatabase.GetAssetPath(_mmnvPath.Header); + _headerFileName = System.IO.Path.GetFileName(_pluginPath); + _headerFileUnityPath = _pluginPath; + + _pluginPath = ReplaceFirst(_pluginPath, "Assets", "Libraries"); + _pluginPath = _pluginPath.Replace(_headerFileName, ""); + _headerFileXCodePath = _pluginPath + _headerFileName; + + _moduleFileUnityPath = AssetDatabase.GetAssetPath(_mmnvPath.ModuleMap); + _moduleFileName = System.IO.Path.GetFileName(_moduleFileUnityPath); + _moduleFileXCodePath = _pluginPath + _moduleFileName; + } + else + { + Debug.LogError("[MMNVBuildPostProcessor] No MMNVPath asset could be found. Make sure you have one named MMNVPathDefinition in a Resources folder."); + } + } + + /// + /// A method to setup XCode's framework and main target + /// + /// + public static void ConfigureXCodeProjectForNativePlugin(string xcodeProjectPath) + { + GetMMNVPath(); + DeterminePaths(); + + string pbxProjectPath = PBXProject.GetPBXProjectPath(xcodeProjectPath); + PBXProject pbxProject = new PBXProject(); + pbxProject.ReadFromString(File.ReadAllText(pbxProjectPath)); + + string targetGUID = pbxProject.GetUnityFrameworkTargetGuid(); + WritePropertiesToFramework(pbxProject, targetGUID, pbxProjectPath, _pluginPath, _forceSwiftForFramework); + + targetGUID = pbxProject.GetUnityMainTargetGuid(); + WritePropertiesToMainTarget(pbxProject, targetGUID, pbxProjectPath, _pluginPath, _forceSwiftForMainTarget); + + File.WriteAllText(pbxProjectPath, pbxProject.WriteToString()); + Debug.Log("[MMNVBuildPostProcessor] Post process complete."); + } + + /// + /// Writes properties to the XCode framework + /// + /// + /// + /// + /// + private static void WritePropertiesToFramework(PBXProject pbxProject, string targetGUID, string pbxProjectPath, string pluginPath, bool forceAlwaysEmbedSwiftStandardLibraries) + { + // Full Path to copy from + Debug.Log("[MMNVBuildPostProcessor] Adding properties to XCode framework"); + Debug.Log("[MMNVBuildPostProcessor] Plugin path : " + pluginPath); + + pbxProject.AddFrameworkToProject(targetGUID, "CoreHaptics.framework", false); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_VERSION", "5.1"); + pbxProject.SetBuildProperty(targetGUID, "ENABLE_BITCODE", "NO"); + + if (forceAlwaysEmbedSwiftStandardLibraries) + { + pbxProject.SetBuildProperty(targetGUID, "EMBEDDED_CONTENT_CONTAINS_SWIFT", "YES"); + pbxProject.SetBuildProperty(targetGUID, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES"); + } + pbxProject.SetBuildProperty(targetGUID, "CLANG_ENABLE_MODULES", "YES"); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_INCLUDE_PATHS", pluginPath); + pbxProject.SetBuildProperty(targetGUID, "LD_RUNPATH_SEARCH_PATHS", "@executable_path/Frameworks"); + + // if you're using the FB SDK and are having issues with your build pipeline, you may want to uncomment these lines (part 1/2) : + // proj.AddBuildProperty(targetGUID, "OTHER_LDFLAGS", "-lxml2"); + // proj.AddFrameworkToProject(targetGUID, "libxml2.dylib", true); + + // we add a module reference to the pbx project + Debug.Log("[MMNVBuildPostProcessor] Add module reference : " + _moduleFileUnityPath + " -> " + _moduleFileXCodePath); + string file_guid = pbxProject.AddFile(_moduleFileXCodePath, + _moduleFileXCodePath, + PBXSourceTree.Source); + Debug.Log("[MMNVBuildPostProcessor] Module GUID : " + file_guid); + pbxProject.AddFileToBuild(targetGUID, file_guid); + File.WriteAllText(pbxProjectPath, pbxProject.WriteToString()); + + // we copy the module file to the project + string projFileDir = System.IO.Path.GetDirectoryName(pbxProjectPath); + string moduleFilePath = Application.dataPath + SEPARATOR + ".." + SEPARATOR + _moduleFileUnityPath; + string destination = projFileDir + SEPARATOR + ".." + SEPARATOR + pluginPath + _moduleFileName; + if (!Directory.Exists (Path.GetDirectoryName(destination))) + { + Debug.Log("[MMNVBuildPostProcessor] Creating directory " + destination); + Directory.CreateDirectory(Path.GetDirectoryName(destination)); + } + Debug.Log("[MMNVBuildPostProcessor] Copy module file to project : " + moduleFilePath + " -> " + destination); + System.IO.File.Copy(moduleFilePath, destination, true); + + Debug.Log("[MMNVBuildPostProcessor] Copy module file to project : " + moduleFilePath + " -> " + destination); + string headerGUID = pbxProject.AddFile(_headerFileUnityPath, + _headerFileXCodePath, + PBXSourceTree.Source); + pbxProject.AddFileToBuild(targetGUID, headerGUID); + pbxProject.AddPublicHeaderToBuild(targetGUID, headerGUID); + + Debug.Log("[MMNVBuildPostProcessor] Framework complete"); + } + + /// + /// Writes properties to the main target + /// + private static void WritePropertiesToMainTarget(PBXProject pbxProject, string targetGUID, string pbxProjectPath, string pluginPath, bool forceAlwaysEmbedSwiftStandardLibraries) + { + Debug.Log("[MMNVBuildPostProcessor] Writing properties to main target"); + pbxProject.SetBuildProperty(targetGUID, "SWIFT_VERSION", "5.1"); + if (forceAlwaysEmbedSwiftStandardLibraries) + { + pbxProject.SetBuildProperty(targetGUID, "EMBEDDED_CONTENT_CONTAINS_SWIFT", "YES"); + pbxProject.SetBuildProperty(targetGUID, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES"); + } + Debug.Log("[MMNVBuildPostProcessor] Main target complete"); + + // if you're using the FB SDK and are having issues with your build pipeline, you may want to uncomment these lines (part 2/2) : + // proj.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-lxml2"); + // proj.AddFrameworkToProject(targetGuid, "libxml2.dylib", true); + // proj.AddFrameworkToProject(targetGuid, "StoreKit.framework", true); + } + + /// + /// A helper method that replaces the first found instance of a pattern in a string with a replacement + /// + /// + /// + /// + /// + public static string ReplaceFirst(string text, string search, string replace) + { + int pos = text.IndexOf(search); + if (pos < 0) + { + return text; + } + return text.Substring(0, pos) + replace + text.Substring(pos + search.Length); + } + + public static void SettingPlist(string path) + { + // Get the path to the Info.plist file + string plistPath = Path.Combine(path, "Info.plist"); + + // Read the Info.plist file + PlistDocument plist = new PlistDocument(); + plist.ReadFromFile(plistPath); + + // Set the NSMotionUsageDescription key + PlistElementDict rootDict = plist.root; + rootDict.SetString("NSMotionUsageDescription", "We use your motion data to provide an enhanced experience in our app by detecting motion and activity."); + + // Write the modified Info.plist back to the file + plist.WriteToFile(plistPath); + } +#endif + } +} +#endif diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta new file mode 100644 index 0000000..d167413 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVBuildPostProcessor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d7bb09ebd427b4bf69534887e7899e55 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs new file mode 100644 index 0000000..29d0d17 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + #if UNITY_EDITOR + /// + /// This custom inspector for MMNVAndroidWaveFormAssets adds a button to import values from an AHAP file + /// + [CustomEditor(typeof(MMNVRumbleWaveFormAsset))] + public class MMNVRumbleWaveFormAssetEditor : Editor + { + /// + /// On inspector GUI, we draw an extra button + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + MMNVRumbleWaveFormAsset waveformAsset = (MMNVRumbleWaveFormAsset)target; + + DrawDefaultInspector(); + + if (waveformAsset.AHAPFile != null) + { + if (GUILayout.Button("Import from AHAP")) + { + MMNVRumbleWaveForm tempWaveform = MMNVAHAP.AHAPtoRumbleWaveForm(waveformAsset.AHAPFile.text, waveformAsset.IntensityMultiplier, waveformAsset.SharpnessMultiplier); + waveformAsset.WaveForm.Pattern = tempWaveform.Pattern; + waveformAsset.WaveForm.LowFrequencyAmplitudes = tempWaveform.LowFrequencyAmplitudes; + waveformAsset.WaveForm.HighFrequencyAmplitudes = tempWaveform.HighFrequencyAmplitudes; + } + } + + serializedObject.ApplyModifiedProperties(); + } + } + #endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta new file mode 100644 index 0000000..f64781d --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Editor/MMNVRumbleWaveFormAssetEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e845c46b827ec3044a72829bd9e6f00c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics.meta b/Assets/NiceVibrations/Common/Scripts/Haptics.meta new file mode 100644 index 0000000..52a5b85 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 15e46a6268c564ead9c6b7489a175f18 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs new file mode 100644 index 0000000..bcf4c6b --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs @@ -0,0 +1,205 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using Newtonsoft.Json; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class to store AHAP metadata + /// + [System.Serializable] + public class MMNVAHAPMetadata + { + public string Project; + public string Created; + } + + /// + /// A class to store AHAP event parameters + /// + [System.Serializable] + public class MMNVAHAPEventParameter + { + public string ParameterID; + public int ParameterValue; + } + + /// + /// A class to store AHAP events + /// + [System.Serializable] + public class MMNVAHAPEvent + { + public int Time; + public string EventType; + public double EventDuration; + public List EventParameters; + } + + /// + /// A class to store AHAP parameter curve control points + /// + [System.Serializable] + public class MMNVAHAPParameterCurveControlPoint + { + public double Time; + public double ParameterValue; + } + + /// + /// A class to store AHAP parameter curves + /// + [System.Serializable] + public class MMNVAHAPParameterCurve + { + public string ParameterID; + public double Time; + public List ParameterCurveControlPoints; + } + + /// + /// A class to store AHAP patterns + /// + [System.Serializable] + public class MMNVAHAPPattern + { + public MMNVAHAPEvent Event; + public MMNVAHAPParameterCurve ParameterCurve; + } + + /// + /// A class used to store and manipulate AHAP json contents + /// + [System.Serializable] + public class MMNVAHAP + { + public float Version; + public MMNVAHAPMetadata Metadata; + public List Pattern; + +#if UNITY_EDITOR + /// + /// Converts a AHAP string into a MMNVAndroidWaveForm + /// + /// + /// + public static MMNVAndroidWaveForm AHAPtoAndroidWaveForm(string AHAPasString, float intensityMultiplier, float sharpnessMultiplier) + { + MMNVAHAP ahap = JsonConvert.DeserializeObject(AHAPasString); + + List patterns = new List(); + List amplitudes = new List(); + + double totalTimeStamp = 0f; + double previousTimeStamp = 0f; + foreach (MMNVAHAPPattern pattern in ahap.Pattern) + { + if (pattern.ParameterCurve != null) + { + if (pattern.ParameterCurve.ParameterID == "HapticIntensityControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * intensityMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + amplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + } + } + + MMNVAndroidWaveForm returnWaveForm = new MMNVAndroidWaveForm(); + + returnWaveForm.Amplitudes = amplitudes.ToArray(); + returnWaveForm.Pattern = patterns.ToArray(); + + return returnWaveForm; + } + + /// + /// Converts a AHAP string into a MMNRumbleWaveForm + /// + /// + /// + public static MMNVRumbleWaveForm AHAPtoRumbleWaveForm(string AHAPasString, float intensityMultiplier, float sharpnessMultiplier) + { + MMNVAHAP ahap = JsonConvert.DeserializeObject(AHAPasString); + + List patterns = new List(); + List lowFreqAmplitudes = new List(); + List highFreqAmplitudes = new List(); + + double totalTimeStamp = 0f; + double previousTimeStamp = 0f; + foreach (MMNVAHAPPattern pattern in ahap.Pattern) + { + if (pattern.ParameterCurve != null) + { + if (pattern.ParameterCurve.ParameterID == "HapticIntensityControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * intensityMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + lowFreqAmplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + if (pattern.ParameterCurve.ParameterID == "HapticSharpnessControl") + { + foreach (MMNVAHAPParameterCurveControlPoint point in pattern.ParameterCurve.ParameterCurveControlPoints) + { + double timeStamp = point.Time - previousTimeStamp; + totalTimeStamp += timeStamp; + patterns.Add((long)(timeStamp * 1000)); + + float originalIntensity = (float)point.ParameterValue * sharpnessMultiplier; + int intensity = (int)Remap(originalIntensity, 0f, 1f, 0f, 255f); + highFreqAmplitudes.Add(intensity); + + previousTimeStamp = point.Time; + } + } + } + } + + MMNVRumbleWaveForm returnWaveForm = new MMNVRumbleWaveForm(); + + returnWaveForm.LowFrequencyAmplitudes = lowFreqAmplitudes.ToArray(); + returnWaveForm.HighFrequencyAmplitudes = highFreqAmplitudes.ToArray(); + returnWaveForm.Pattern = patterns.ToArray(); + + return returnWaveForm; + } +#endif + /// + /// Remaps value x between AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta new file mode 100644 index 0000000..8bbbe56 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAHAP.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9fc7a58b1a8c38c4abfc83bab4224a24 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs new file mode 100644 index 0000000..c182fb4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs @@ -0,0 +1,57 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Threading; + +namespace MoreMountains.NiceVibrations +{ + public class MMNVAltThread where T:struct + { + private static Thread _altThread; + private static bool _threadShouldStop; + private static List> _methodsList = new List>(); + private static List _argumentsList = new List(); + + public void Run(Action method, T arguments) + { + _methodsList.Add(method); + _argumentsList.Add(arguments); + + if (_altThread == null) + { + _altThread = new Thread(() => Process()); + _altThread.Start(); + } + } + + public void CloseThread() + { + if (_altThread == null) + { + return; + } + + _threadShouldStop = true; + _altThread.Interrupt(); + _altThread.Abort(); + } + + private void Process() + { + while (!_threadShouldStop) + { + for (int i = 0; i < _methodsList.Count; i++) + { + if (_methodsList[i] != null) + { + Action entry = (Action)_methodsList[i]; + entry(_argumentsList[i]); + _methodsList.RemoveAt(i); + _argumentsList.RemoveAt(i); + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta new file mode 100644 index 0000000..1d923d9 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAltThread.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51d32af772c9e2e4384bb5271eaedba8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs new file mode 100644 index 0000000..bf8f8aa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs @@ -0,0 +1,268 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all Android haptics specific calls + /// + public static class MMNVAndroid + { + /// + /// A struct used to pass data to threaded calls + /// + public struct MMNVAndroidVibrateThreadData + { + public long[] Pattern; + public int[] Amplitudes; + public int Repeat; + + public MMNVAndroidVibrateThreadData(long[] pattern, int[] amplitudes, int repeat) + { + Pattern = pattern; + Amplitudes = amplitudes; + Repeat = repeat; + } + } + + private static MMNVAltThread _androidVibrateThread; + private static MMNVAndroidVibrateThreadData _androidVibrateThreadData; + private static int _sdkVersion = -1; + + #if UNITY_ANDROID && !UNITY_EDITOR + private static AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); + private static AndroidJavaObject CurrentActivity = UnityPlayer.GetStatic("currentActivity"); + private static AndroidJavaObject AndroidVibrator = CurrentActivity.Call("getSystemService", "vibrator"); + private static AndroidJavaClass VibrationEffectClass; + private static AndroidJavaObject VibrationEffect; + private static int DefaultAmplitude; + private static IntPtr AndroidVibrateMethodRawClass = AndroidJNIHelper.GetMethodID(AndroidVibrator.GetRawClass(), "vibrate", "(J)V", false); + private static jvalue[] AndroidVibrateMethodRawClassParameters = new jvalue[1]; + #else + private static AndroidJavaClass UnityPlayer; + private static AndroidJavaObject CurrentActivity; + private static AndroidJavaObject AndroidVibrator = null; + private static AndroidJavaClass VibrationEffectClass = null; + private static AndroidJavaObject VibrationEffect; + private static int DefaultAmplitude; + private static IntPtr AndroidVibrateMethodRawClass = IntPtr.Zero; + private static jvalue[] AndroidVibrateMethodRawClassParameters = null; + #endif + + /// + /// Requests a default vibration on Android, for the specified duration, in milliseconds + /// + /// Milliseconds. + public static void AndroidVibrate(long milliseconds) + { + if (!MMNVPlatform.Android()) { return; } + AndroidVibrateMethodRawClassParameters[0].j = milliseconds; + AndroidJNI.CallVoidMethod(AndroidVibrator.GetRawObject(), AndroidVibrateMethodRawClass, AndroidVibrateMethodRawClassParameters); + } + + /// + /// Requests a vibration of the specified amplitude and duration. If amplitude is not supported by the device's SDK, a default vibration will be requested + /// + /// Milliseconds. + /// Amplitude. + public static void AndroidVibrate(long milliseconds, int amplitude) + { + if (!MMNVPlatform.Android()) { return; } + // amplitude is only supported after API26 + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrate(milliseconds); + } + else + { + AndroidVibrationEffectClassInitialization(); + + VibrationEffect = VibrationEffectClass.CallStatic("createOneShot", new object[] { milliseconds, amplitude }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + } + + // Requests a vibration on Android for the specified pattern and optional repeat + // Straight out of the Android documentation : + // Pass in an array of ints that are the durations for which to turn on or off the vibrator in milliseconds. + // The first value indicates the number of milliseconds to wait before turning the vibrator on. + // The next value indicates the number of milliseconds for which to keep the vibrator on before turning it off. + // Subsequent values alternate between durations in milliseconds to turn the vibrator off or to turn the vibrator on. + // repeat: the index into pattern at which to repeat, or -1 if you don't want to repeat. + public static void AndroidVibrate(long[] pattern, int repeat) + { + if (!MMNVPlatform.Android()) { return; } + + if (pattern == null) + { + return; + } + + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrator.Call("vibrate", pattern, repeat); + } + else + { + AndroidVibrationEffectClassInitialization(); + try + { + VibrationEffect = VibrationEffectClass.CallStatic("createWaveform", new object[] { pattern, repeat }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + catch (Exception e) + { + Debug.LogException(e); + } + } + } + + /// + /// Requests a vibration on Android for the specified pattern, amplitude and optional repeat + /// + /// Pattern. + /// Amplitudes. + /// Repeat : -1 : no repeat, 0 : infinite, 1 : repeat once, 2 : repeat twice, etc + public static void AndroidVibrate(long[] pattern, int[] amplitudes, int repeat, bool threaded = false) + { + if (!MMNVPlatform.Android()) { return; } + + if ((pattern == null) || (amplitudes == null)) + { + return; + } + + if ((pattern.Length == 0) || (amplitudes.Length == 0)) + { + return; + } + + if ((AndroidSDKVersion() < 26)) + { + AndroidVibrator.Call("vibrate", pattern, repeat); + } + else + { + if (threaded) + { + if (_androidVibrateThread == null) + { + _androidVibrateThread = new MMNVAltThread(); + _androidVibrateThreadData = new MMNVAndroidVibrateThreadData(); + } + + _androidVibrateThreadData.Pattern = pattern; + _androidVibrateThreadData.Amplitudes = amplitudes; + _androidVibrateThreadData.Repeat = repeat; + _androidVibrateThread.Run(AndroidVibrateThread, _androidVibrateThreadData); + } + else + { + + AndroidVibrateNoThread(pattern, amplitudes, repeat); + } + } + } + + /// + /// An internal method used to vibrate on a pattern/amplitude model using a secondary thread + /// If you use that, you should call MMNVAndroid.ClearThreads() on exit (where exactly depends on your game, but OnDisable should cover most cases) + /// + /// + private static void AndroidVibrateThread(MMNVAndroidVibrateThreadData threadData) + { + AndroidJNI.AttachCurrentThread(); + AndroidVibrateNoThread(threadData.Pattern, threadData.Amplitudes, threadData.Repeat); + AndroidJNI.DetachCurrentThread(); + } + + /// + /// An internal method used to vibrate on a pattern/amplitude model using the main thread + /// + /// + private static void AndroidVibrateNoThread(long[] pattern, int[] amplitudes, int repeat) + { + if ((pattern == null) || (amplitudes == null)) + { + return; + } + AndroidVibrationEffectClassInitialization(); + VibrationEffect = VibrationEffectClass.CallStatic("createWaveform", new object[] { pattern, amplitudes, repeat }); + AndroidVibrator.Call("vibrate", VibrationEffect); + } + + /// + /// A method to call once you're done with haptics on Android, usually OnDisable, to avoid memory leaks + /// + public static void ClearThreads() + { + _androidVibrateThread = null; + _androidVibrateThread?.CloseThread(); + } + + /// + /// Stops all Android vibrations that may be active + /// + public static void AndroidCancelVibrations() + { + if (!MMNVPlatform.Android()) { return; } + AndroidVibrator.Call("cancel"); + } + + /// + /// Returns true if the device running the game has vibrations + /// + /// + public static bool AndroidHasVibrator() + { + if (!MMNVPlatform.Android()) { return false; } + return AndroidVibrator.Call("hasVibrator"); + } + + /// + /// Returns true if the device running the game has amplitude control + /// + /// + public static bool AndroidHasAmplitudeControl() + { + if ((AndroidSDKVersion() < 26)) + { + return false; + } + if (!MMNVPlatform.Android()) { return false; } + return AndroidVibrator.Call("hasAmplitudeControl"); + } + + /// + /// Initializes the VibrationEffectClass if needed. + /// + private static void AndroidVibrationEffectClassInitialization() + { + if (VibrationEffectClass == null) + { + VibrationEffectClass = new AndroidJavaClass("android.os.VibrationEffect"); + } + } + + /// + /// Returns the current Android SDK version as an int + /// + /// The SDK version. + public static int AndroidSDKVersion() + { + if (_sdkVersion == -1) + { + int apiLevel = int.Parse(SystemInfo.operatingSystem.Substring(SystemInfo.operatingSystem.IndexOf("-") + 1, 3)); + _sdkVersion = apiLevel; + return apiLevel; + } + else + { + return _sdkVersion; + } + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta new file mode 100644 index 0000000..bf785fd --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b922262d9e4809f4a8ce2b27988275fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs new file mode 100644 index 0000000..74fd0fa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class used to store android waveform values, used to trigger haptics with varying intensity + /// + [System.Serializable] + public class MMNVAndroidWaveForm + { + public long[] Pattern; + public int[] Amplitudes; + } + + /// + /// A scriptable object used to store waveform values + /// + [CreateAssetMenu(fileName = "AndroidWaveFormAsset", menuName = "MoreMountains/NiceVibrations/AndroidWaveFormAsset")] + public class MMNVAndroidWaveFormAsset : ScriptableObject + { + [Header("Properties")] + public MMNVAndroidWaveForm WaveForm; + + [Header("AHAP")] + public TextAsset AHAPFile; + public float IntensityMultiplier = 1f; + public float SharpnessMultiplier = 1f; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta new file mode 100644 index 0000000..c39facf --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVAndroidWaveFormAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 878a46a2e5200af4ca0b198530f29690 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs new file mode 100644 index 0000000..f391bcd --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using System; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// An attribute to conditionnally hide fields based on the current selection in an enum. + /// Usage : [MMNVEnumCondition("rotationMode", (int)RotationMode.LookAtTarget, (int)RotationMode.RotateToAngles)] + /// + [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Class | AttributeTargets.Struct, Inherited = true)] + public class MMNVEnumConditionAttribute : PropertyAttribute + { + public string ConditionEnum = ""; + public bool Hidden = false; + + BitArray bitArray = new BitArray(32); + public bool ContainsBitFlag(int enumValue) + { + return bitArray.Get(enumValue); + } + + public MMNVEnumConditionAttribute(string conditionBoolean, params int[] enumValues) + { + this.ConditionEnum = conditionBoolean; + this.Hidden = true; + + for (int i = 0; i < enumValues.Length; i++) + { + bitArray.Set(enumValues[i], true); + } + } + } + + +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(MMNVEnumConditionAttribute))] + public class EnumConditionAttributeDrawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + MMNVEnumConditionAttribute enumConditionAttribute = (MMNVEnumConditionAttribute)attribute; + bool enabled = GetConditionAttributeResult(enumConditionAttribute, property); + bool previouslyEnabled = GUI.enabled; + GUI.enabled = enabled; + if (!enumConditionAttribute.Hidden || enabled) + { + EditorGUI.PropertyField(position, property, label, true); + } + GUI.enabled = previouslyEnabled; + } + + private bool GetConditionAttributeResult(MMNVEnumConditionAttribute enumConditionAttribute, SerializedProperty property) + { + bool enabled = true; + string propertyPath = property.propertyPath; + string conditionPath = propertyPath.Replace(property.name, enumConditionAttribute.ConditionEnum); + SerializedProperty sourcePropertyValue = property.serializedObject.FindProperty(conditionPath); + + if (sourcePropertyValue != null) + { + int currentEnum = sourcePropertyValue.enumValueIndex; + + enabled = enumConditionAttribute.ContainsBitFlag(currentEnum); + } + else + { + Debug.LogWarning("No matching boolean found for ConditionAttribute in object: " + enumConditionAttribute.ConditionEnum); + } + + return enabled; + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + MMNVEnumConditionAttribute enumConditionAttribute = (MMNVEnumConditionAttribute)attribute; + bool enabled = GetConditionAttributeResult(enumConditionAttribute, property); + + if (!enumConditionAttribute.Hidden || enabled) + { + return EditorGUI.GetPropertyHeight(property, label); + } + else + { + return -EditorGUIUtility.standardVerticalSpacing; + } + } + } +#endif +} + diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta new file mode 100644 index 0000000..00c7456 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVEnumCondition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eb05d5d3c4efbc14cb10fa6c533b57f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs new file mode 100644 index 0000000..4213245 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs @@ -0,0 +1,13 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// The list of the all the haptic presets that come bundled with Nice Vibrations + /// + public enum HapticTypes { Selection, Success, Warning, Failure, LightImpact, MediumImpact, HeavyImpact, RigidImpact, SoftImpact, None } +} + + diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta new file mode 100644 index 0000000..0fc8f17 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVHapticTypes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cae0cc22a7febe642a01c40b2778d020 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs new file mode 100644 index 0000000..3d7b6e7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs @@ -0,0 +1,56 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using System.Reflection; + +namespace MoreMountains.NiceVibrations +{ + [System.AttributeUsage(System.AttributeTargets.Field)] + public class MMNVInspectorButtonAttribute : PropertyAttribute + { + public readonly string MethodName; + + public MMNVInspectorButtonAttribute(string MethodName) + { + this.MethodName = MethodName; + } + } + +#if UNITY_EDITOR + [CustomPropertyDrawer(typeof(MMNVInspectorButtonAttribute))] + public class InspectorMMNVButtonPropertyDrawer : PropertyDrawer + { + private MethodInfo _eventMethodInfo = null; + + public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) + { + MMNVInspectorButtonAttribute inspectorButtonAttribute = (MMNVInspectorButtonAttribute)attribute; + + float buttonLength = position.width; + Rect buttonRect = new Rect(position.x, position.y, buttonLength, position.height); + GUI.skin.button.alignment = TextAnchor.MiddleLeft; + + if (GUI.Button(buttonRect, inspectorButtonAttribute.MethodName)) + { + System.Type eventOwnerType = prop.serializedObject.targetObject.GetType(); + string eventName = inspectorButtonAttribute.MethodName; + + if (_eventMethodInfo == null) + { + _eventMethodInfo = eventOwnerType.GetMethod(eventName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); + } + + if (_eventMethodInfo != null) + { + _eventMethodInfo.Invoke(prop.serializedObject.targetObject, null); + } + else + { + Debug.LogWarning(string.Format("InspectorButton: Unable to find method {0} in {1}", eventName, eventOwnerType)); + } + } + } + } +#endif +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta new file mode 100644 index 0000000..f0cc527 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVInspectorButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d9bf2d53397a294eacdbab9b13bc653 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs new file mode 100644 index 0000000..fc614a7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public static class MMNVPlatform + { + + /// + /// Returns true if the current platform is Android, false otherwise. + /// + public static bool Android() + { +#if UNITY_ANDROID && !UNITY_EDITOR + return true; +#else + return false; +#endif + } + + /// + /// Returns true if the current platform is iOS, false otherwise + /// + /// true, if O was ied, false otherwise. + public static bool iOS() + { +#if UNITY_IOS && !UNITY_EDITOR + return true; +#else + return false; +#endif + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta new file mode 100644 index 0000000..eb453b9 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVPlatform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b84b1c665a0538d498b5bb2d5cf7de06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs new file mode 100644 index 0000000..2e05610 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class used to store android waveform values, used to trigger haptics with varying intensity + /// + [System.Serializable] + public class MMNVRumbleWaveForm + { + public long[] Pattern; + public int[] LowFrequencyAmplitudes; + public int[] HighFrequencyAmplitudes; + } + + /// + /// A scriptable object used to store waveform values + /// + [CreateAssetMenu(fileName = "RumbleWaveFormAsset", menuName = "MoreMountains/NiceVibrations/RumbleWaveFormAsset")] + public class MMNVRumbleWaveFormAsset : ScriptableObject + { + [Header("Properties")] + public MMNVRumbleWaveForm WaveForm; + + [Header("AHAP")] + public TextAsset AHAPFile; + public float IntensityMultiplier = 1f; + public float SharpnessMultiplier = 1f; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta new file mode 100644 index 0000000..9a10462 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNVRumbleWaveFormAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 293e87131443fc542ba7cdc54a7314f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs new file mode 100644 index 0000000..c67b6d4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs @@ -0,0 +1,239 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +#if UNITY_IOS + using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all iOS haptics specific calls, pre-CoreHaptics API + /// + public static class MMNViOS + { + // The following will only work if the iOSHapticInterface.m file is in a Plugins folder in your project. + // It's a pretty straightforward implementation of iOS's UIFeedbackGenerator's methods. + // You can learn more about them there : https://developer.apple.com/documentation/uikit/uifeedbackgenerator + +#if UNITY_IOS && !UNITY_EDITOR + [DllImport ("__Internal")] + private static extern void MMNViOS_InstantiateFeedbackGenerators(); + [DllImport ("__Internal")] + private static extern void MMNViOS_ReleaseFeedbackGenerators(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SelectionHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SuccessHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_WarningHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_FailureHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_LightImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_MediumImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_HeavyImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_RigidImpactHaptic(); + [DllImport ("__Internal")] + private static extern void MMNViOS_SoftImpactHaptic(); +#else + private static void MMNViOS_InstantiateFeedbackGenerators() { } + private static void MMNViOS_ReleaseFeedbackGenerators() { } + private static void MMNViOS_SelectionHaptic() { } + private static void MMNViOS_SuccessHaptic() { } + private static void MMNViOS_WarningHaptic() { } + private static void MMNViOS_FailureHaptic() { } + private static void MMNViOS_LightImpactHaptic() { } + private static void MMNViOS_MediumImpactHaptic() { } + private static void MMNViOS_HeavyImpactHaptic() { } + private static void MMNViOS_RigidImpactHaptic() { } + private static void MMNViOS_SoftImpactHaptic() { } +#endif + private static bool iOSHapticsInitialized = false; + + /// + /// Call this method to initialize the haptics. If you forget to do it, Nice Vibrations will do it for you the first time you + /// call iOSTriggerHaptics. It's better if you do it though. + /// + public static void iOSInitializeHaptics() + { + if (!MMNVPlatform.iOS()) { return; } + MMNViOS_InstantiateFeedbackGenerators(); + iOSHapticsInitialized = true; + } + + /// + /// Releases the feedback generators, usually you'll want to call this at OnDisable(); or anytime you know you won't need + /// vibrations anymore. + /// + public static void iOSReleaseHaptics() + { + if (!MMNVPlatform.iOS()) { return; } + MMNViOS_ReleaseFeedbackGenerators(); + } + + /// + /// iOS only : triggers a haptic feedback of the specified type + /// + /// Type. + public static void iOSTriggerHaptics(HapticTypes type, bool defaultToRegularVibrate = false) + { + if (!MMNVPlatform.iOS()) { return; } + + if (!iOSHapticsInitialized) + { + iOSInitializeHaptics(); + } + + // this will trigger a standard vibration on all the iOS devices that don't support haptic feedback + + if (iOSHapticsSupported()) + { + switch (type) + { + case HapticTypes.Selection: + MMNViOS_SelectionHaptic(); + break; + + case HapticTypes.Success: + MMNViOS_SuccessHaptic(); + break; + + case HapticTypes.Warning: + MMNViOS_WarningHaptic(); + break; + + case HapticTypes.Failure: + MMNViOS_FailureHaptic(); + break; + + case HapticTypes.LightImpact: + MMNViOS_LightImpactHaptic(); + break; + + case HapticTypes.MediumImpact: + MMNViOS_MediumImpactHaptic(); + break; + + case HapticTypes.HeavyImpact: + MMNViOS_HeavyImpactHaptic(); + break; + + case HapticTypes.RigidImpact: + MMNViOS_RigidImpactHaptic(); + break; + + case HapticTypes.SoftImpact: + MMNViOS_SoftImpactHaptic(); + break; + } + } + else if (defaultToRegularVibrate) + { + #if UNITY_IOS + Handheld.Vibrate(); + #endif + } + } + + /// + /// Returns a string containing iOS SDK informations + /// + /// The OSSDK version. + public static string iOSSDKVersion() + { + #if UNITY_IOS && !UNITY_EDITOR + return Device.systemVersion; + #else + return null; + #endif + } + + + /// + /// Computes and stores the current iOS version + /// + /// + public static float ComputeiOSVersion() + { + int version = 0; + string versionAsString = "0.0.0"; +#if UNITY_IOS && !UNITY_EDITOR + versionAsString = Device.systemVersion; +#endif + + string[] versionArray = versionAsString.Split('.'); + + int.TryParse(versionArray[0], out version); + + return version; + } + + /// + /// This methods tests the current device generation against a list of devices that don't support haptics, and returns true if haptics are supported, false otherwise. + /// + /// true, if supported was hapticsed, false otherwise. + public static bool iOSHapticsSupported() + { + bool hapticsSupported = false; + #if UNITY_IOS + DeviceGeneration generation = Device.generation; + if ((generation == DeviceGeneration.iPhone3G) + || (generation == DeviceGeneration.iPhone3GS) + || (generation == DeviceGeneration.iPodTouch1Gen) + || (generation == DeviceGeneration.iPodTouch2Gen) + || (generation == DeviceGeneration.iPodTouch3Gen) + || (generation == DeviceGeneration.iPodTouch4Gen) + || (generation == DeviceGeneration.iPhone4) + || (generation == DeviceGeneration.iPhone4S) + || (generation == DeviceGeneration.iPhone5) + || (generation == DeviceGeneration.iPhone5C) + || (generation == DeviceGeneration.iPhone5S) + || (generation == DeviceGeneration.iPhone6) + || (generation == DeviceGeneration.iPhone6Plus) + || (generation == DeviceGeneration.iPhone6S) + || (generation == DeviceGeneration.iPhone6SPlus) + || (generation == DeviceGeneration.iPhoneSE1Gen) + || (generation == DeviceGeneration.iPad1Gen) + || (generation == DeviceGeneration.iPad2Gen) + || (generation == DeviceGeneration.iPad3Gen) + || (generation == DeviceGeneration.iPad4Gen) + || (generation == DeviceGeneration.iPad5Gen) + || (generation == DeviceGeneration.iPadAir1) + || (generation == DeviceGeneration.iPadAir2) + || (generation == DeviceGeneration.iPadMini1Gen) + || (generation == DeviceGeneration.iPadMini2Gen) + || (generation == DeviceGeneration.iPadMini3Gen) + || (generation == DeviceGeneration.iPadMini4Gen) + || (generation == DeviceGeneration.iPadPro10Inch1Gen) + || (generation == DeviceGeneration.iPadPro10Inch2Gen) + || (generation == DeviceGeneration.iPadPro11Inch) + || (generation == DeviceGeneration.iPadPro1Gen) + || (generation == DeviceGeneration.iPadPro2Gen) + || (generation == DeviceGeneration.iPadPro3Gen) + || (generation == DeviceGeneration.iPadUnknown) + || (generation == DeviceGeneration.iPodTouch1Gen) + || (generation == DeviceGeneration.iPodTouch2Gen) + || (generation == DeviceGeneration.iPodTouch3Gen) + || (generation == DeviceGeneration.iPodTouch4Gen) + || (generation == DeviceGeneration.iPodTouch5Gen) + || (generation == DeviceGeneration.iPodTouch6Gen) + || (generation == DeviceGeneration.iPhone6SPlus)) + { + hapticsSupported = false; + } + else + { + hapticsSupported = true; + } + #endif + return hapticsSupported; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta new file mode 100644 index 0000000..7be51e5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 170430725db1fd14585bf5445517f544 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs new file mode 100644 index 0000000..94c66d5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs @@ -0,0 +1,254 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; +using AOT; + +#if UNITY_IOS +using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class handles all iOS haptics specific calls for devices that support the CoreHaptics API (post iOS 13) + /// + public static class MMNViOSCoreHaptics + { + public static event Action OnHapticPatternStopped; + public static event Action OnHapticPatternError; + public static event Action OnHapticPatternReset; + + private static float _initialContinuousIntensity; + private static float _initialContinuousSharpness; + +#if UNITY_IOS && !UNITY_EDITOR + [DllImport("__Internal")] + private static extern bool MMNViOS_CoreHapticsSupported(); + [DllImport("__Internal")] + private static extern void MMNViOS_CreateEngine(); + [DllImport("__Internal")] + private static extern void MMNViOS_StopEngine(); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayTransientHapticPattern(float intensity, float sharpness, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayContinuousHapticPattern(float intensity, float sharpness, float duration, bool threaded, bool fullIntensity); + [DllImport("__Internal")] + private static extern void MMNViOS_UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_StopContinuousHaptic(); + [DllImport("__Internal")] + private static extern void MMNViOS_PlayCoreHapticsFromJSON(string jsonString, bool threaded); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(Action callback); + [DllImport("__Internal")] + private static extern void MMNViOS_CoreHapticsSetDebugMode(bool status); +#else + private static bool MMNViOS_CoreHapticsSupported() { return false; } + private static void MMNViOS_CoreHapticsSetDebugMode(bool status) { } + private static void MMNViOS_CreateEngine() { } + private static void MMNViOS_StopEngine() { } + private static void MMNViOS_PlayTransientHapticPattern(float intensity, float sharpness, bool threaded) { } + private static void MMNViOS_PlayContinuousHapticPattern(float intensity, float sharpness, float duration, bool threaded, bool fullIntensity) { } + private static void MMNViOS_UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded) { } + private static void MMNViOS_StopContinuousHaptic() { } + private static void MMNViOS_PlayCoreHapticsFromJSON(string jsonString, bool threaded) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(Action callback) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(Action callback) { } + private static void MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(Action callback) { } +#endif + + /// + /// On construction we initialize our haptic engine + /// + static MMNViOSCoreHaptics() + { + MMNViOS_CoreHapticsRegisterHapticEngineFinishedCallback(HapticStoppedCallback); + MMNViOS_CoreHapticsRegisterHapticEngineErrorCallback(HapticsErrorCallback); + MMNViOS_CoreHapticsRegisterHapticEngineResetCallback(HapticsResetCallback); + } + + /// + /// Plays a core haptics pattern from a JSON string that matches the AHAP format + /// + /// + public static void PlayCoreHapticsFromJSON(string jsonString, bool threaded = false) + { + if ((jsonString == null) || (jsonString == "")) + { + return; + } + MMNViOS_PlayCoreHapticsFromJSON(jsonString, threaded); + } + + /// + /// Plays a transient haptic pattern of the specified intensity and sharpness. + /// Transient haptics are very short haptic patterns. + /// + /// + /// + public static void PlayTransientHapticPattern(float intensity, float sharpness, bool threaded = false) + { + MMNViOS_PlayTransientHapticPattern(intensity, sharpness, threaded); + } + + /// + /// Plays a continuous haptic at the specified intensity and sharpness for the specified duration + /// The coroutineMonobehaviour parameter is optional, only send that if you intend to raise this specific continuous pattern's intensity higher than its + /// initial value + /// + /// + /// + /// + /// + public static void PlayContinuousHapticPattern(float intensity, float sharpness, + float duration, MonoBehaviour coroutineMonobehaviour = null, bool threaded = false, bool fullIntensity = true) + { + if (intensity < 0.01f) + { + intensity = 0.01f; + } + + _initialContinuousIntensity = intensity; + _initialContinuousSharpness = sharpness; + + MMNViOS_PlayContinuousHapticPattern(intensity, sharpness, duration, threaded, fullIntensity); + } + + /// + /// This coroutine waits for a frame and returns intensity to its normal value + /// + /// + /// + /// + public static IEnumerator ContinuousHapticPatternCoroutine(float intensity, float sharpness, bool threaded = false) + { + yield return null; + MMNViOS_UpdateContinuousHapticPattern(intensity, sharpness, threaded); + } + + /// + /// This method lets you update the intensity and sharpness of a continuous haptics as it's playing. + /// + /// On early versions of the Core Haptics API only, this method could end up being confusing, + /// as it'd work like so (to mimic Apple's own API implementation) : + /// + /// Sending a dynamic parameter for intensity multiplies the original pattern’s event intensity by the dynamic parameter value. + /// Sending a dynamic parameter for sharpness adds the dynamic parameter value to the original pattern’s event sharpness. + /// + /// If you'd rather not have to do weird maths to just set two values, you can use + /// the UpdateContinuousHapticPatternRational method, which will handle that for you. + /// + /// + /// + public static void UpdateContinuousHapticPattern(float intensity, float sharpness, bool threaded = false) + { + MMNViOS_UpdateContinuousHapticPattern(intensity, sharpness, threaded); + } + + /// + /// On early versions of the Core Haptics API only, + /// this method lets you update the intensity and sharpness of a continuous haptics as it's playing. + /// It simply sets the intensity and sharpness values to the ones set in parameters + /// Just note that due to limitations in Apple's implementation, the intensity can't go higher than its initial value. + /// The only way to bypass that is to pass a monobehaviour to PlayContinuousHapticPattern when calling it + /// + /// + /// + public static void UpdateContinuousHapticPatternRational(float intensity, float sharpness, bool threaded = false) + { + if (_initialContinuousIntensity < 0.01f) + { + _initialContinuousIntensity = 0.01f; + } + + float newIntensity = intensity / _initialContinuousIntensity; + float newSharpness = sharpness - _initialContinuousSharpness; + + MMNViOS_UpdateContinuousHapticPattern(newIntensity, newSharpness, threaded); + } + + /// + /// Stops all running or continuous haptic patterns + /// + public static void StopHapticPatterns() + { + MMNViOS_StopContinuousHaptic(); + } + + /// + /// Stops the haptic engine entirely, cutting short any AHAP or transient that may have been playing + /// + public static void CreateEngine() + { + MMNViOS_CreateEngine(); + } + + /// + /// Stops the haptic engine entirely, cutting short any AHAP or transient that may have been playing + /// + public static void StopEngine() + { + MMNViOS_StopEngine(); + } + + /// + /// Sets the debug mode to true or false. + /// While debug mode is active, pretty much every haptic call will output a log in the console. + /// Useful when debugging without a device + /// + /// + public static void SetDebugMode(bool newStatus) + { + MMNViOS_CoreHapticsSetDebugMode(newStatus); + } + + /// + /// Returns true if CoreHaptics are supported, false otherwise + /// + /// + public static bool CoreHapticsSupported() + { + return MMNViOS_CoreHapticsSupported(); + } + + + /// + /// Triggers the haptics stopped callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticStoppedCallback() + { + OnHapticPatternStopped?.Invoke(); + } + + /// + /// Triggers the haptics error callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticsErrorCallback() + { + OnHapticPatternError?.Invoke(); + } + + /// + /// Triggers the haptics reset callback + /// + #if UNITY_IOS + [MonoPInvokeCallback(typeof(Action))] + #endif + private static void HapticsResetCallback() + { + OnHapticPatternReset?.Invoke(); + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta new file mode 100644 index 0000000..9b47803 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Haptics/MMNViOSCoreHaptics.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 17c60a018b5ca4d8489e2f3e7c767bb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta new file mode 100644 index 0000000..5fbda99 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fde367cdbe2e041c286a017f147f6034 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs new file mode 100644 index 0000000..8fc9da5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs @@ -0,0 +1,24 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; + +namespace MoreMountains.NiceVibrations +{ + [CreateAssetMenu(fileName = "MMNVPathDefinition", menuName = "MoreMountains/NiceVibrations/MMNVPathDefinition")] + public class MMNVPath : ScriptableObject + { + [Header("Swift")] + /// whether or not the post processing build should force ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to true on the Framework + /// it's usually not needed, but it's solved build errors for some people + public bool ForceAlwaysEmbedSwiftSLForFramework = false; + /// whether or not the post processing build should force ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES to true on the Main Project + public bool ForceAlwaysEmbedSwiftSLForMainTarget = false; + [Header("Bindings")] + /// a link to the bridging header class (UnitySwift-Bridging-Header.h) + public Object Header; + /// a link to the module map file, module.modulemap + public Object ModuleMap; + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta new file mode 100644 index 0000000..5a5ce62 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMNVPath.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 258c36e07f5da5d438332fef965d7d8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs new file mode 100644 index 0000000..4cd82d4 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs @@ -0,0 +1,654 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; +using System; + +#if UNITY_IOS + using UnityEngine.iOS; +#endif + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class will allow you to trigger vibrations and haptic feedbacks on both iOS and Android, + /// or on each specific platform independently. + /// + /// For haptics patterns, it takes inspiration from the iOS guidelines : + /// https://developer.apple.com/ios/human-interface-guidelines/user-interaction/feedback + /// Of course the iOS haptics are called directly as they are, and they're crudely reproduced on Android. + /// Feel free to tweak the patterns or create your own. + /// + /// Here's a brief overview of the patterns : + /// + /// - selection : light + /// - success : light / heavy + /// - warning : heavy / medium + /// - failure : medium / medium / heavy / light + /// - light + /// - medium + /// - heavy + /// - soft + /// - rigid + /// + /// In addition, this class will also let you trigger core haptics on supported devices running recent versions of iOS (after iOS 13). + /// These let you trigger transient or continuous haptics, or play AHAP based JSON strings for even more control. + /// + public static class MMVibrationManager + { + /// the current iOS version + public static float iOSVersion; + /// the duration of the light vibration (in microseconds) + public static long LightDuration = 20; + /// the duration of the medium vibration (in microseconds) + public static long MediumDuration = 40; + /// the duration of the heavy vibration (in microseconds) + public static long HeavyDuration = 80; + /// the duration of the rigid vibration (in microseconds) + public static long RigidDuration = 20; + /// the duration of the soft vibration (in microseconds) + public static long SoftDuration = 80; + /// the amplitude of the light vibration + public static int LightAmplitude = 40; + /// the amplitude of the medium vibration + public static int MediumAmplitude = 120; + /// the amplitude of the heavy vibration + public static int HeavyAmplitude = 255; + /// the amplitude of the rigid vibration + public static int RigidAmplitude = 255; + /// the amplitude of the soft vibration + public static int SoftAmplitude = 40; + + private static bool _vibrationsActive = true; + private static bool _debugLogActive = false; + private static bool _hapticsPlayedOnce = false; + + private static long[] _rigidImpactPattern = { 0, RigidDuration }; + private static int[] _rigidImpactPatternAmplitude = { 0, RigidAmplitude }; + private static long[] _softImpactPattern = { 0, SoftDuration }; + private static int[] _softImpactPatternAmplitude = { 0, SoftAmplitude }; + private static long[] _lightImpactPattern = { 0, LightDuration }; + private static int[] _lightImpactPatternAmplitude = { 0, LightAmplitude }; + private static long[] _mediumImpactPattern = { 0, MediumDuration }; + private static int[] _mediumImpactPatternAmplitude = { 0, MediumAmplitude }; + private static long[] _HeavyImpactPattern = { 0, HeavyDuration }; + private static int[] _HeavyImpactPatternAmplitude = { 0, HeavyAmplitude }; + private static long[] _successPattern = { 0, LightDuration, LightDuration, HeavyDuration}; + private static int[] _successPatternAmplitude = { 0, LightAmplitude, 0, HeavyAmplitude}; + private static long[] _warningPattern = { 0, HeavyDuration, LightDuration, MediumDuration}; + private static int[] _warningPatternAmplitude = { 0, HeavyAmplitude, 0, MediumAmplitude}; + private static long[] _failurePattern = { 0, MediumDuration, LightDuration, MediumDuration, LightDuration, HeavyDuration, LightDuration, LightDuration}; + private static int[] _failurePatternAmplitude = { 0, MediumAmplitude, 0, MediumAmplitude, 0, HeavyAmplitude, 0, LightAmplitude}; + + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + private static Vector3 _rumbleRigid = new Vector3(0.5f, 1f, 0.08f); + private static Vector3 _rumbleSoft = new Vector3(1f, 0.03f, 0.1f); + private static Vector3 _rumbleLight = new Vector3(0.5f, 0.5f, 0.02f); + private static Vector3 _rumbleMedium = new Vector3(0.8f, 0.8f, 0.04f); + private static Vector3 _rumbleHeavy = new Vector3(1f, 1f, 0.08f); + private static Vector3 _rumbleSuccess = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleWarning = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleFailure = new Vector3(1f, 1f, 1f); + private static Vector3 _rumbleSelection = new Vector3(1f, 1f, 1f); + #endif + + + /// + /// On construction, computes the current iOS version + /// + static MMVibrationManager() + { + DebugLog("[MMVibrationManager] Initialize vibration manager"); + iOSVersion = MMNViOS.ComputeiOSVersion(); + } + + /// + /// Enables or disables all haptics called via this class + /// + /// + public static void SetHapticsActive(bool status) + { + DebugLog("[MMVibrationManager] Set haptics active : "+status); + _vibrationsActive = status; + if (!status) + { + MMVibrationManager.StopContinuousHaptic(true); + } + } + + /// + /// Returns true if haptics are supported on this device + /// + /// + public static bool HapticsSupported() + { + if (iOS()) + { + if (iOSVersion >= 13) + { + return MMNViOSCoreHaptics.CoreHapticsSupported(); + } + else + { + return MMNViOS.iOSHapticsSupported(); + } + } + if (Android()) + { + return MMNVAndroid.AndroidHasVibrator(); + } + return false; + } + + /// + /// Enables or disables console logs (off by default) + /// + /// + public static void SetDebugMode(bool log) + { + _debugLogActive = log; + MMNViOSCoreHaptics.SetDebugMode(true); + } + + /// + /// Returns true if the current platform is Android, false otherwise. + /// + public static bool Android() + { + return MMNVPlatform.Android(); + } + + /// + /// Returns true if the current platform is iOS, false otherwise + /// + /// true, if O was ied, false otherwise. + public static bool iOS() + { + return MMNVPlatform.iOS(); + } + + /// + /// Triggers a simple vibration + /// + public static void Vibrate() + { + DebugLog("[MMVibrationManager] Vibrate"); + if (!_vibrationsActive) + { + return; + } + if (Android()) + { + MMNVAndroid.AndroidVibrate (MediumDuration); + } + else if (iOS()) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayTransientHapticPattern(0.8f, 0.8f, true); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact); + } + } + } + + /// + /// Triggers a haptic feedback of the specified type + /// + /// Type. + public static void Haptic(HapticTypes type, bool defaultToRegularVibrate = false, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Regular Haptic"); + + if (Android()) + { + switch (type) + { + case HapticTypes.None: + // do nothing + break; + case HapticTypes.Selection: + MMNVAndroid.AndroidVibrate (LightDuration, LightAmplitude); + break; + + case HapticTypes.Success: + MMNVAndroid.AndroidVibrate(_successPattern, _successPatternAmplitude, -1); + break; + + case HapticTypes.Warning: + MMNVAndroid.AndroidVibrate(_warningPattern, _warningPatternAmplitude, -1); + break; + + case HapticTypes.Failure: + MMNVAndroid.AndroidVibrate(_failurePattern, _failurePatternAmplitude, -1); + break; + + case HapticTypes.LightImpact: + MMNVAndroid.AndroidVibrate (_lightImpactPattern, _lightImpactPatternAmplitude, -1); + break; + + case HapticTypes.MediumImpact: + MMNVAndroid.AndroidVibrate (_mediumImpactPattern, _mediumImpactPatternAmplitude, -1); + break; + + case HapticTypes.HeavyImpact: + MMNVAndroid.AndroidVibrate (_HeavyImpactPattern, _HeavyImpactPatternAmplitude, -1); + break; + case HapticTypes.RigidImpact: + MMNVAndroid.AndroidVibrate(_rigidImpactPattern, _rigidImpactPatternAmplitude, -1); + break; + case HapticTypes.SoftImpact: + MMNVAndroid.AndroidVibrate(_softImpactPattern, _softImpactPatternAmplitude, -1); + break; + } + } + else if (iOS()) + { + MMNViOS.iOSTriggerHaptics(type, defaultToRegularVibrate); + } + + if (alsoRumble && (coroutineSupport != null)) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + switch (type) + { + case HapticTypes.None: + // do nothing + break; + case HapticTypes.Selection: + MMNVRumble.Rumble(_rumbleLight.x, _rumbleMedium.y, _rumbleLight.z, coroutineSupport, controllerID); + break; + + case HapticTypes.Success: + MMNVRumble.Rumble(_successPattern, _successPatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.Warning: + MMNVRumble.Rumble(_warningPattern, _warningPatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.Failure: + MMNVRumble.Rumble(_failurePattern, _failurePatternAmplitude, -1, coroutineSupport, controllerID); + break; + + case HapticTypes.LightImpact: + MMNVRumble.Rumble(_rumbleLight.x, _rumbleLight.y, _rumbleLight.z, coroutineSupport, controllerID); + break; + + case HapticTypes.MediumImpact: + MMNVRumble.Rumble(_rumbleMedium.x, _rumbleMedium.y, _rumbleMedium.z, coroutineSupport, controllerID); + break; + + case HapticTypes.HeavyImpact: + MMNVRumble.Rumble(_rumbleHeavy.x, _rumbleHeavy.y, _rumbleHeavy.z, coroutineSupport, controllerID); + break; + case HapticTypes.RigidImpact: + MMNVRumble.Rumble(_rumbleRigid.x, _rumbleRigid.y, _rumbleRigid.z, coroutineSupport, controllerID); + break; + case HapticTypes.SoftImpact: + MMNVRumble.Rumble(_rumbleSoft.x, _rumbleSoft.y, _rumbleSoft.z, coroutineSupport, controllerID); + break; + } + #endif + } + } + + /// + /// Plays a transient haptic, a single, short haptic feedback, of the specified intensity and sharpness + /// + /// + /// + public static void TransientHaptic(float intensity, float sharpness, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1) + { + TransientHaptic(true, intensity, sharpness, true, intensity, sharpness, true, alsoRumble, intensity, sharpness, controllerID, coroutineSupport); + } + + /// + /// Plays a transient haptic, signature with more fine control + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void TransientHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, + bool vibrateAndroid, float androidIntensity = 1f, float androidSharpness = 1f, + bool vibrateAndroidIfNoSupport = false, + bool rumble = true, float rumbleLowFrequency = 1f, float rumbleHighFrequency = 1f, int controllerID = -1, + MonoBehaviour coroutineSupport = null, bool threaded = true) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Transient Haptic"); + + if (Android() && vibrateAndroid) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255); + MMNVAndroid.AndroidVibrate(100, (int)(androidIntensity)); + } + else if (iOS() && vibrateiOS) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayTransientHapticPattern(iOSIntensity, iOSSharpness, threaded); + _hapticsPlayedOnce = true; + } + else + { + if (iOSIntensity < 0.3f) + { + MMNViOS.iOSTriggerHaptics(HapticTypes.LightImpact); + } + else if ((iOSIntensity >= 0.3f) && (iOSIntensity < 0.6f)) + { + MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact); + } + else + { + MMNViOS.iOSTriggerHaptics(HapticTypes.HeavyImpact); + } + } + } + if (rumble && (coroutineSupport != null)) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.Rumble(rumbleLowFrequency, rumbleHighFrequency, 0.08f, coroutineSupport, controllerID); + #endif + } + } + + /// + /// Plays a continuous haptic of the specified intensity, sharpness and duration + /// + /// the intensity of the haptic, between 0 and 1 + /// the sharpness of the haptic, between 0 and 1 + /// the duration in seconds + /// the fallback to use on old iOS versions that don't support Core Haptics + /// a monobehaviour to use to sustain this haptic + /// whether to also rumble or not + /// the ID of the controller + /// whether to call this on the main thread (false) or a secondary one (true) + /// whether to allow for full intensity control for subsequent updates + public static void ContinuousHaptic(float intensity, float sharpness, float duration, + HapticTypes fallbackOldiOS = HapticTypes.None, MonoBehaviour mono = null, bool alsoRumble = false, int controllerID = -1, bool threaded = false, bool fullIntensity = true) + { + ContinuousHaptic(true, intensity, sharpness, fallbackOldiOS, true, intensity, sharpness, false, alsoRumble, intensity, sharpness, controllerID, duration, mono, threaded, fullIntensity); + } + + /// + /// Plays a continuous haptic, full options signature + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// the duration in seconds + /// a monobehaviour to use to sustain this haptic + /// whether to call this on the main thread (false) or a secondary one (true) + /// whether to allow for full intensity control for subsequent updates + public static void ContinuousHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, HapticTypes fallbackOldiOS, + bool vibrateAndroid, float androidIntensity, float androidSharpness, + bool vibrateAndroidIfNoSupport, + bool rumble, float rumbleLowFrequency, float rumbleHighFrequency, int controllerID, + float duration, + MonoBehaviour mono = null, bool threaded = false, bool fullIntensity = true) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Continuous Haptic"); + + if (Android() && vibrateAndroid) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255); + MMNVAndroid.AndroidVibrate((long)(duration * 1000), (int)(androidIntensity)); + } + else if (iOS() && vibrateiOS) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayContinuousHapticPattern(iOSIntensity, iOSSharpness, duration, mono, threaded, fullIntensity); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(fallbackOldiOS); + } + } + if (rumble && (mono != null)) + { +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(rumbleLowFrequency, rumbleHighFrequency, controllerID); +#endif + } + } + + /// + /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that + /// + /// + /// + /// + public static void UpdateContinuousHaptic(float intensity, float sharpness, bool alsoRumble = false, int controllerID = -1, bool threaded = false) + { + UpdateContinuousHaptic(true, intensity, sharpness, true, intensity, sharpness, alsoRumble, intensity, sharpness, controllerID, threaded); + } + + /// + /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that + /// More options signature + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void UpdateContinuousHaptic(bool ios, float iosIntensity, float iosSharpness, + bool android, float androidIntensity, float androidSharpness, + bool rumble, float rumbleLowFrequency, float rumbleHighFrequency, int controllerID = -1, + bool threaded = false) + { + if (iOS() && ios) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.UpdateContinuousHapticPattern(iosIntensity, iosSharpness, threaded); + _hapticsPlayedOnce = true; + } + } + if (rumble) + { +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(rumbleLowFrequency, rumbleHighFrequency, controllerID); +#endif + } + } + + /// + /// Stops all currently running haptics + /// + /// + public static void StopAllHaptics(bool alsoRumble = false) + { + if (!_hapticsPlayedOnce) + { + return; + } + + DebugLog("[MMVibrationManager] Stop all haptics"); + MMNViOSCoreHaptics.StopEngine(); + MMNVAndroid.AndroidCancelVibrations(); + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (alsoRumble) + { + MMNVRumble.StopRumble(); + } + #endif + } + + /// + /// Stops all running pattern or continuous haptics + /// + public static void StopContinuousHaptic(bool alsoRumble = false) + { + DebugLog("[MMVibrationManager] Stop Continuous Haptic"); + MMNViOSCoreHaptics.StopHapticPatterns(); + MMNVAndroid.AndroidCancelVibrations(); + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (alsoRumble) + { + MMNVRumble.StopRumble(); + } + #endif + } + + /// + /// Plays a haptic pattern, the most complex type of haptic, defined by a JSON string on iOS, and a pattern on Android + /// + /// + /// + /// + /// + /// + public static void AdvancedHapticPattern(string iOSJSONString, + long[] androidPattern, int[] androidAmplitudes, int androidRepeat, + long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat, + HapticTypes fallbackOldiOS = HapticTypes.None, + MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = false) + { + AdvancedHapticPattern(true, iOSJSONString, true, androidPattern, androidAmplitudes, androidRepeat, false, true, rumblePattern, + rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, fallbackOldiOS, coroutineSupport, controllerID, threaded); + } + + /// + /// Plays a advanced haptic pattern, + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static void AdvancedHapticPattern(bool ios, string iOSJSONString, + bool android, long[] androidPattern, int[] androidAmplitudes, int androidRepeat, + bool vibrateAndroidIfNoSupport, + bool rumble, + long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat, + HapticTypes fallbackOldiOS = HapticTypes.None, + MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = false) + { + if (!_vibrationsActive) + { + return; + } + + DebugLog("[MMVibrationManager] Advanced Haptic Pattern"); + + if (Android()) + { + if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport) + { + return; + } + MMNVAndroid.AndroidVibrate(androidPattern, androidAmplitudes, androidRepeat, threaded); + } + else if (iOS()) + { + if ((iOSVersion >= 13) && HapticsSupported()) + { + MMNViOSCoreHaptics.PlayCoreHapticsFromJSON(iOSJSONString, threaded); + _hapticsPlayedOnce = true; + } + else + { + MMNViOS.iOSTriggerHaptics(fallbackOldiOS); + } + } +#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + if (coroutineSupport != null) + { + MMNVRumble.Rumble(rumblePattern, rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, coroutineSupport, controllerID); + } +#endif + } + + // DEBUG ------------------------------------------------------------------------------------------------------------------- + + /// + /// Outputs the specified string to the console if in debug mode + /// + /// + private static void DebugLog(string log) + { + if (_debugLogActive) + { + Debug.Log(log); + } + } + + /// + /// Remaps value x between AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta new file mode 100644 index 0000000..3ea2f31 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 20c4424cca8b44ea9aa36cd233abf0d8 +timeCreated: 1514906462 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs new file mode 100644 index 0000000..777b0f7 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs @@ -0,0 +1,171 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A minimal test class you can drop in any scene that can be used to trigger vibrations from its inspector + /// + public class MMVibrationManagerTester : MonoBehaviour + { + /// the possible haptic methods for this feedback + public enum HapticMethods { NativePreset, Transient, Continuous, AdvancedPattern, Stop } + /// the timescale to operate on + public enum Timescales { ScaledTime, UnscaledTime } + + [Header("Haptics")] + public HapticMethods HapticMethod = HapticMethods.NativePreset; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.NativePreset)] + public HapticTypes HapticType = HapticTypes.None; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Transient)] + public float TransientIntensity = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Transient)] + public float TransientSharpness = 1f; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float InitialContinuousIntensity = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public AnimationCurve ContinuousIntensityCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)); + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float InitialContinuousSharpness = 1f; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public AnimationCurve ContinuousSharpnessCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1f, 1f)); + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.Continuous)] + public float ContinuousDuration = 1f; + + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public TextAsset AHAPFileForIOS; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public MMNVAndroidWaveFormAsset AndroidWaveFormFile; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public MMNVRumbleWaveFormAsset RumbleWaveFormFile; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public int AndroidRepeat = -1; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public int RumbleRepeat = -1; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public HapticTypes OldIOSFallback; + [MMNVEnumCondition("HapticMethod", (int)HapticMethods.AdvancedPattern)] + public Timescales Timescale = Timescales.UnscaledTime; + + [Header("Rumble")] + public bool AllowRumble = true; + + [MMNVInspectorButton("TestVibration")] + public bool TestVibrationButton; + + protected static bool _continuousPlaying = false; + protected static float _continuousStartedAt = 0f; + + /// + /// When this feedback gets played + /// + /// + /// + protected virtual void TestVibration() + { + + Vector3 position = this.transform.position; + + switch (HapticMethod) + { + case HapticMethods.AdvancedPattern: + string iOSString = (AHAPFileForIOS == null) ? "" : AHAPFileForIOS.text; + + long[] androidPattern = (AndroidWaveFormFile == null) ? null : AndroidWaveFormFile.WaveForm.Pattern; + int[] androidAmplitude = (AndroidWaveFormFile == null) ? null : AndroidWaveFormFile.WaveForm.Amplitudes; + + long[] rumblePattern = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.Pattern; + int[] lowFreqAmplitude = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.LowFrequencyAmplitudes; + int[] highFreqAmplitude = (RumbleWaveFormFile == null) ? null : RumbleWaveFormFile.WaveForm.HighFrequencyAmplitudes; + + MMVibrationManager.AdvancedHapticPattern(iOSString, androidPattern, androidAmplitude, AndroidRepeat, + rumblePattern, lowFreqAmplitude, highFreqAmplitude, RumbleRepeat, + OldIOSFallback, this); + break; + + case HapticMethods.Continuous: + StartCoroutine(ContinuousHapticsCoroutine()); + break; + + case HapticMethods.NativePreset: + MMVibrationManager.Haptic(HapticType, false, AllowRumble, this); + break; + + case HapticMethods.Transient: + MMVibrationManager.TransientHaptic(TransientIntensity, TransientSharpness, AllowRumble, this); + break; + + case HapticMethods.Stop: + if (_continuousPlaying) + { + MMVibrationManager.StopContinuousHaptic(AllowRumble); + _continuousPlaying = false; + } + break; + } + } + + /// + /// A coroutine used to update continuous haptics as they're playing + /// + /// + protected virtual IEnumerator ContinuousHapticsCoroutine() + { + _continuousStartedAt = (Timescale == Timescales.ScaledTime) ? Time.time : Time.unscaledTime; + _continuousPlaying = true; + float elapsedTime = ComputeElapsedTime(); + + MMVibrationManager.ContinuousHaptic(InitialContinuousIntensity, InitialContinuousSharpness, ContinuousDuration, HapticTypes.Success, this); + + while (_continuousPlaying && (elapsedTime < ContinuousDuration)) + { + elapsedTime = ComputeElapsedTime(); + float remappedTime = Remap(elapsedTime, 0f, ContinuousDuration, 0f, 1f); + float intensity = ContinuousIntensityCurve.Evaluate(remappedTime); + float sharpness = ContinuousSharpnessCurve.Evaluate(remappedTime); + MMVibrationManager.UpdateContinuousHaptic(intensity, sharpness, true); + if (AllowRumble) + { + #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE + MMNVRumble.RumbleContinuous(intensity, sharpness); + #endif + } + yield return null; + } + if (_continuousPlaying) + { + _continuousPlaying = false; + MMVibrationManager.StopContinuousHaptic(AllowRumble); + } + } + + /// + /// This methods computes and returns the elapsed time since the start of the last played continuous haptic + /// + /// + protected virtual float ComputeElapsedTime() + { + float elapsedTime = (Timescale == Timescales.ScaledTime) ? Time.time - _continuousStartedAt : Time.unscaledTime - _continuousStartedAt; + return elapsedTime; + } + + /// + /// Remaps value x from AB to CD + /// + /// + /// + /// + /// + /// + /// + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta new file mode 100644 index 0000000..b35fb90 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/NiceVibrations/MMVibrationManagerTester.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1819f64dde59594ca91dd55ebc7cce0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble.meta b/Assets/NiceVibrations/Common/Scripts/Rumble.meta new file mode 100644 index 0000000..d1ab524 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f25222f3bc4c54ccb863050ccf14b462 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta new file mode 100644 index 0000000..deb76b2 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c7490044d8ae4b97bbeac09b1d77357 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta new file mode 100644 index 0000000..343a582 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: af7ca3adc7b5649ff96d32722acf6441 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs new file mode 100644 index 0000000..7878cfa --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Linq; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace MoreMountains.Feedbacks +{ +#if UNITY_EDITOR + /// + /// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically + /// + [InitializeOnLoad] + public class NiceVibrationsRumbleDefineSymbols + { + /// + /// A list of all the symbols you want added to the build settings + /// + public static readonly string[] Symbols = new string[] + { + "MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE" + }; + + /// + /// As soon as this class has finished compiling, adds the specified define symbols to the build settings + /// + static NiceVibrationsRumbleDefineSymbols() + { + string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); + List scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList(); + scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList)); + PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, string.Join(";", scriptingDefinesStringList.ToArray())); + } + } +#endif +} diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta new file mode 100644 index 0000000..9fd589a --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Editor/DefineSymbols/NiceVibrationsRumbleDefineSymbols.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a1809e2ead76b7942b0053af685ef036 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta new file mode 100644 index 0000000..21b07a5 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 121e8b51401f3452f8224dc3281d6944 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs new file mode 100644 index 0000000..5c8af6b --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs @@ -0,0 +1,195 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.XR; + +namespace MoreMountains.NiceVibrations +{ + public static class MMNVRumble + { + /// whether or not the rumble engine is running right now + public static bool Rumbling = false; + /// whether or not we're playing a continuous rumble right now + public static bool RumblingContinuous = false; + + public static UnityEngine.InputSystem.Gamepad GetGamepad(int id) + { + if (id != -1) + { + if (id >= UnityEngine.InputSystem.Gamepad.all.Count) + { + return UnityEngine.InputSystem.Gamepad.current; + } + else + { + return UnityEngine.InputSystem.Gamepad.all[id]; + } + } + return UnityEngine.InputSystem.Gamepad.current; + } + + /// + /// Rumbles the controller at the specified frequencies for the specified duration + /// + /// from 0 to 1 + /// from 0 to 1 + /// the duration of the rumble, in seconds + /// a monobehaviour to run the coroutine on (usually just use "this") + public static void Rumble(float lowFrequency, float highFrequency, float duration, MonoBehaviour coroutineSupport, int controllerID = -1) + { + coroutineSupport.StartCoroutine(RumbleCoroutine(lowFrequency, highFrequency, duration, controllerID)); + } + + /// + /// A coroutine used to rumble + /// + /// + /// + /// + /// + private static IEnumerator RumbleCoroutine(float lowFrequency, float highFrequency, float duration, int controllerID = -1) + { + if (GetGamepad(controllerID) == null) + { + yield break; + } + Rumbling = true; + GetGamepad(controllerID).SetMotorSpeeds(lowFrequency, highFrequency); + float startedAt = Time.unscaledTime; + while (Time.unscaledTime - startedAt < duration) + { + yield return null; + } + InputSystem.ResetHaptics(); + Rumbling = false; + } + + /// + /// Requests a rumble for the specified pattern, amplitude and optional repeat + /// + /// Pattern. + /// Amplitudes (from 0 to 255). + /// Repeat : -1 : no repeat, 0 : infinite, 1 : repeat once, 2 : repeat twice, etc + public static void Rumble(long[] pattern, int[] amplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + if ((pattern == null) || (amplitudes == null)) + { + return; + } + coroutineSupport.StartCoroutine(RumblePatternCoroutine(pattern, amplitudes, amplitudes, repeat, coroutineSupport, controllerID)); + } + + /// + /// Requests a rumble for the specified pattern, low and high frequency amplitudes and optional repeat + /// + /// + /// + /// + /// + /// + public static void Rumble(long[] pattern, int[] lowFreqAmplitudes, int[] highFreqAmplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + if ((pattern == null) || (lowFreqAmplitudes == null) || (highFreqAmplitudes == null)) + { + return; + } + coroutineSupport.StartCoroutine(RumblePatternCoroutine(pattern, lowFreqAmplitudes, highFreqAmplitudes, repeat, coroutineSupport, controllerID)); + } + + /// + /// A coroutine used to play patterns + /// + /// + /// + /// + /// + /// + private static IEnumerator RumblePatternCoroutine(long[] pattern, int[] lowFreqAmplitudes, + int[] highFreqAmplitudes, int repeat, MonoBehaviour coroutineSupport, int controllerID = -1) + { + float startedAt = Time.unscaledTime; + float currentTime = startedAt; + int currentIndex = 0; + + UnityEngine.InputSystem.Gamepad currentGamepad = GetGamepad(controllerID); + + while (currentIndex < pattern.Length) + { + if (currentGamepad == null) + { + yield break; + } + + int count = 0; + float totalLowFrequency = 0; + float totalHighFrequency = 0; + + do + { + float duration = pattern[currentIndex]; + float lowFrequencyAmplitude = (lowFreqAmplitudes.Length > currentIndex) ? lowFreqAmplitudes[currentIndex] / 255f : 0f; + totalLowFrequency += lowFrequencyAmplitude; + float highFrequencyAmplitude = (highFreqAmplitudes.Length > currentIndex) ? highFreqAmplitudes[currentIndex] / 255f : 0f; + totalHighFrequency += highFrequencyAmplitude; + currentTime += duration / 1000f; + count++; + currentIndex++; + } while (currentTime < Time.unscaledTime && currentIndex < pattern.Length); + + currentGamepad.SetMotorSpeeds(totalLowFrequency / count, totalHighFrequency / count); + + while (currentTime > Time.unscaledTime && currentIndex < pattern.Length) + { + yield return null; + } + } + currentGamepad.SetMotorSpeeds(0f, 0f); + } + + /// + /// Lets you update rumble values while playing them + /// + /// + /// + public static void RumbleContinuous(float lowFrequency, float highFrequency, int controllerID = -1) + { + if (GetGamepad(controllerID) == null) + { + return; + } + Rumbling = true; + RumblingContinuous = true; + GetGamepad(controllerID).SetMotorSpeeds(lowFrequency, highFrequency); + } + + /// + /// Stops all rumbles + /// + public static void StopRumble() + { + Rumbling = false; + RumblingContinuous = false; + InputSystem.ResetHaptics(); + } + + /// + /// Pauses all rumbles + /// + public static void PauseRumble() + { + Rumbling = false; + RumblingContinuous = false; + InputSystem.PauseHaptics(); + } + + /// + /// Resumes all rumbles + /// + public static void ResumeRumble() + { + Rumbling = true; + InputSystem.ResumeHaptics(); + } + } +} diff --git a/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta new file mode 100644 index 0000000..b88adc8 --- /dev/null +++ b/Assets/NiceVibrations/Common/Scripts/Rumble/Scripts/MMNVRumble.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bfe0f13b99e233d4181abce97b08e738 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos.meta b/Assets/NiceVibrations/Demos.meta new file mode 100644 index 0000000..6dd8c1c --- /dev/null +++ b/Assets/NiceVibrations/Demos.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5e11dce0c0bb34c388b798303cc3a827 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets.meta b/Assets/NiceVibrations/Demos/DemoAssets.meta new file mode 100644 index 0000000..60bfc4e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8147c74ab523c4bccb79b45906a8e987 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta new file mode 100644 index 0000000..6fca68a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4b477d221b4b14a679fce4094bd5665c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta new file mode 100644 index 0000000..50a04dd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3bddd6e9a00244ae48aca1efb5abe3ee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs new file mode 100644 index 0000000..734dd3d --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs @@ -0,0 +1,122 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [Serializable] + public class PresetDemoItem + { + public string Name; + public TextAsset AHAPFile; + public Sprite AssociatedSprite; + public AudioSource AssociatedSound; + public MMNVAndroidWaveFormAsset WaveFormAsset; + public MMNVRumbleWaveFormAsset RumbleWaveFormAsset; + } + + public class PresetDemoManager : DemoManager + { + [Header("Image")] + public Image IconImage; + public Animator IconImageAnimator; + public List DemoItems; + + protected WaitForSeconds _ahapTurnDelay; + protected int _idleAnimationParameter; + + protected virtual void Awake() + { + _ahapTurnDelay = new WaitForSeconds(0.02f); + _idleAnimationParameter = Animator.StringToHash("Idle"); + IconImageAnimator.SetBool(_idleAnimationParameter, true); + } + + // AHAP ------------------------------------------------------------------------------------------------ + + public virtual void PlayAHAP(int index) + { + Logo.Shaking = true; + + // for the purpose of the demo, and to be able to observe the difference, if any, on certain devices, + // the first 4 effects (dice, drums, game over, heart beats) will be called on the main thread, and the remaining ones on a secondary thread + if (index < 5) + { + MMVibrationManager.AdvancedHapticPattern(DemoItems[index].AHAPFile.text, + DemoItems[index].WaveFormAsset.WaveForm.Pattern, DemoItems[index].WaveFormAsset.WaveForm.Amplitudes, -1, + DemoItems[index].RumbleWaveFormAsset.WaveForm.Pattern, DemoItems[index].RumbleWaveFormAsset.WaveForm.LowFrequencyAmplitudes, + DemoItems[index].RumbleWaveFormAsset.WaveForm.HighFrequencyAmplitudes, -1, + HapticTypes.LightImpact, this, -1, false); + DemoItems[index].AssociatedSound.Play(); + StartCoroutine(ChangeIcon(DemoItems[index].AssociatedSprite)); + } + else + { + MMVibrationManager.AdvancedHapticPattern(DemoItems[index].AHAPFile.text, + DemoItems[index].WaveFormAsset.WaveForm.Pattern, DemoItems[index].WaveFormAsset.WaveForm.Amplitudes, -1, + DemoItems[index].RumbleWaveFormAsset.WaveForm.Pattern, DemoItems[index].RumbleWaveFormAsset.WaveForm.LowFrequencyAmplitudes, + DemoItems[index].RumbleWaveFormAsset.WaveForm.HighFrequencyAmplitudes, -1, + HapticTypes.LightImpact, this, -1, true); + DemoItems[index].AssociatedSound.Play(); + StartCoroutine(ChangeIcon(DemoItems[index].AssociatedSprite)); + } + } + + // ICON ---------------------------------------------------------------------------------------------- + + protected virtual IEnumerator ChangeIcon(Sprite newSprite) + { + IconImageAnimator.SetBool(_idleAnimationParameter, false); + yield return _ahapTurnDelay; + IconImage.sprite = newSprite; + } + + // CALLBACKS ---------------------------------------------------------------------------------------------- + + public virtual void Test() + { + StartCoroutine(BackToIdle()); + + } + + protected virtual void OnHapticsStopped() + { + StartCoroutine(BackToIdle()); + } + + protected virtual IEnumerator BackToIdle() + { + Logo.Shaking = false; + IconImageAnimator.SetBool(_idleAnimationParameter, true); + yield return _ahapTurnDelay; + IconImage.sprite = DemoItems[0].AssociatedSprite; + } + + protected virtual void OnHapticsError() + { + + } + + protected virtual void OnHapticsReset() + { + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError += OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset += OnHapticsReset; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError -= OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset -= OnHapticsReset; + MMNVAndroid.ClearThreads(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta new file mode 100644 index 0000000..213babb --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0c563ed932a79f9488e91a758966782e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs new file mode 100644 index 0000000..c138e0a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs @@ -0,0 +1,24 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A minimal, demo only class, used to rotate an image in the demo's UI + /// + public class PresetDemoRotator : MonoBehaviour + { + /// the speed at which the image should rotate + public Vector3 RotationSpeed = new Vector3(0, 0, 100f); + + /// + /// On Update we rotate our image + /// + protected void Update() + { + this.transform.Rotate(RotationSpeed * Time.deltaTime, Space.Self); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta new file mode 100644 index 0000000..e1d1d92 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/AHAPPresetsDemo/Scripts/PresetDemoRotator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6d7cd63a9d0b0324492de8a1aa8367b7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta new file mode 100644 index 0000000..a70dcdd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b538d2e179b1548d68093ad7000222ba +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta new file mode 100644 index 0000000..6a4e699 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5d3e3f52b153e4ac0940b17b7e79a15d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs new file mode 100644 index 0000000..dc158dd --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs @@ -0,0 +1,81 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoBall : MonoBehaviour + { + public bool HapticsEnabled = true; + public ParticleSystem HitParticles; + public ParticleSystem HitPusherParticles; + public LayerMask WallMask; + public LayerMask PusherMask; + public MMUIShaker LogoShaker; + public AudioSource TransientAudioSource; + + protected Rigidbody2D _rigidBody; + protected float _lastRaycastTimestamp = 0f; + protected Animator _ballAnimator; + protected int _hitAnimationParameter; + + protected virtual void Awake() + { + _rigidBody = this.gameObject.GetComponent(); + _ballAnimator = this.gameObject.GetComponent(); + _hitAnimationParameter = Animator.StringToHash("Hit"); + MMNViOSCoreHaptics.CreateEngine(); + } + + protected virtual void OnCollisionEnter2D(Collision2D collision) + { + if (WallMask == (WallMask | (1 << collision.gameObject.layer))) + { + HitWall(); + } + } + + protected virtual void Update() + { + float raycastLength = 5f; + + Debug.DrawLine(this.transform.position, Vector3.down * raycastLength, Color.red); + + if (Time.time - _lastRaycastTimestamp > 1f) + { + _lastRaycastTimestamp = Time.time; + RaycastHit2D hit = Physics2D.Raycast(this.transform.position, Vector2.down, raycastLength, WallMask); + if (hit.collider != null) + { + HitBottom(); + } + } + } + + protected virtual void HitBottom() + { + _rigidBody.AddForce(Vector2.up * 2500f); + StartCoroutine(LogoShaker.Shake(0.2f)); + } + + protected virtual void HitWall() + { + float intensity = _rigidBody.velocity.magnitude / 100f; + MMVibrationManager.TransientHaptic(intensity, 0.7f, true, this); + TransientAudioSource.volume = intensity; + StartCoroutine(LogoShaker.Shake(0.2f)); + TransientAudioSource.Play(); + _ballAnimator.SetTrigger(_hitAnimationParameter); + } + + public virtual void HitPusher() + { + HitPusherParticles.Play(); + MMVibrationManager.TransientHaptic(0.85f, 0.05f, true, this); + TransientAudioSource.volume = 0.1f; + StartCoroutine(LogoShaker.Shake(0.2f)); + TransientAudioSource.Play(); + _ballAnimator.SetTrigger(_hitAnimationParameter); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta new file mode 100644 index 0000000..3a65584 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoBall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59fe36bd4834fab44a9223e70f5fc73e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs new file mode 100644 index 0000000..6b1b0e7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoManager : DemoManager + { + + [Header("Ball")] + public Vector2 Gravity = new Vector2(0, -30f); + + protected virtual void Start() + { + Physics2D.gravity = Gravity; + } + + + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta new file mode 100644 index 0000000..1c33d35 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 108a3476b6d855545b26c23b7e92e890 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs new file mode 100644 index 0000000..590fb54 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallDemoWall : MonoBehaviour + { + protected RectTransform _rectTransform; + protected BoxCollider2D _boxCollider2D; + + protected virtual void OnEnable() + { + _rectTransform = this.gameObject.GetComponent(); + _boxCollider2D = this.gameObject.GetComponent(); + + _boxCollider2D.size = new Vector2(_rectTransform.rect.size.x , _rectTransform.rect.size.y ); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta new file mode 100644 index 0000000..17e0d8f --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallDemoWall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4615302ba7af13645aec1ad743d65dcf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs new file mode 100644 index 0000000..fbd0b18 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class BallPusher : MonoBehaviour + { + public float Force = 5f; + public BallDemoBall TargetBall; + protected Vector2 _direction; + + protected virtual void OnTriggerEnter2D(Collider2D collider) + { + if (collider.gameObject != TargetBall.gameObject) + { + return; + } + + _direction = (collider.transform.position - this.transform.position).normalized; + _direction.y = 1f; + collider.attachedRigidbody.velocity = Vector2.zero; + collider.attachedRigidbody.AddForce(_direction * Force); + TargetBall.HitPusher(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta new file mode 100644 index 0000000..80fae8f --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallPusher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bf5e4b668334cb04282cd8a30200b42c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs new file mode 100644 index 0000000..e8a950c --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs @@ -0,0 +1,71 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + public class BallTouchZone : MonoBehaviour, IPointerExitHandler, IPointerEnterHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + public RectTransform BallMover; + protected bool _holding = false; + protected PointerEventData _pointerEventData; + protected Vector3 _newPosition; + protected Canvas _canvas; + protected float _initialZPosition; + protected Vector2 _workPosition; + + + protected virtual void Start() + { + Initialization(); + } + + protected virtual void Initialization() + { + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _canvas = GetComponentInParent(); + _initialZPosition = transform.position.z; + } + + protected virtual void Update() + { + if (_holding) + { + _newPosition = GetWorldPosition(_pointerEventData.position); + } + else + { + _newPosition = Vector3.one * 5000f; + } + + _newPosition.z = _initialZPosition; + BallMover.position = _newPosition; + } + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + + public virtual void OnPointerEnter(PointerEventData data) + { + _holding = true; + _pointerEventData = data; + } + + public virtual void OnPointerExit(PointerEventData data) + { + _holding = false; + } + + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta new file mode 100644 index 0000000..02bd129 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/BallDemo/Scripts/BallTouchZone.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b52f664c08fd13941b0167b90d8fb49a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta new file mode 100644 index 0000000..bc69290 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 65d45bb3f200d44eda9fe04bdcd30055 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta new file mode 100644 index 0000000..0471338 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c6d5fb65c90ab40aab4b7f73baab4b31 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs new file mode 100644 index 0000000..fc0e909 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs @@ -0,0 +1,213 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class CarDemoManager : DemoManager + { + [Header("Control")] + public MMKnob Knob; + public float MinimumKnobValue = 0.1f; + public float MaximumPowerDuration = 10f; + public float ChargingSpeed = 2f; + public float CarSpeed = 0f; + public float Power; + public float StartClickDuration = 0.2f; + public float DentDuration = 0.10f; + public List Dents; + + [Header("Car")] + public AudioSource CarEngineAudioSource; + public Transform LeftWheel; + public Transform RightWheel; + public RectTransform CarBody; + public Vector3 WheelRotationSpeed = new Vector3(0f, 0f, 50f); + + [Header("UI")] + public GameObject ReloadingPrompt; + public AnimationCurve StartClickCurve; + public MMProgressBar PowerBar; + public List SpeedBars; + public Color ActiveColor; + public Color InactiveColor; + + [Header("Debug")] + public bool _carStarted = false; + public float _carStartedAt = 0f; + public float _lastStartClickAt = 0f; + + protected float _knobValueLastFrame; + protected float _lastDentAt = 0f; + protected float _knobValue; + protected Vector3 _initialCarPosition; + protected Vector3 _carPosition; + + protected virtual void Awake() + { + Power = MaximumPowerDuration; + ReloadingPrompt.SetActive(false); + _initialCarPosition = CarBody.localPosition; + } + + protected virtual void Update() + { + HandlePower(); + UpdateCar(); + UpdateUI(); + + _knobValueLastFrame = Knob.Value; + } + + protected virtual void HandlePower() + { + _knobValue = Knob.Active ? Knob.Value : 0f; + + if (!_carStarted) + { + if ((_knobValue > MinimumKnobValue) && (Knob.Active)) + { + _carStarted = true; + _carStartedAt = Time.time; + _lastStartClickAt = Time.time; + MMVibrationManager.ContinuousHaptic(_knobValue, _knobValue, MaximumPowerDuration, HapticTypes.MediumImpact, this, false, -1, false); + CarEngineAudioSource.Play(); + } + else + { + Power += Time.deltaTime * ChargingSpeed; + Power = Mathf.Clamp(Power, 0f, MaximumPowerDuration); + + if (Power == MaximumPowerDuration) + { + Knob.SetActive(true); + Knob._rectTransform.localScale = Vector3.one ; + ReloadingPrompt.SetActive(false); + } + else + { + if (!Knob.Active) + { + Knob.SetValue(CarSpeed); + } + } + } + } + else + { + if (Time.time - _carStartedAt > MaximumPowerDuration) + { + _carStarted = false; + Knob.SetActive(false); + Knob._rectTransform.localScale = Vector3.one * 0.9f; + ReloadingPrompt.SetActive(true); + } + else + { + if (_knobValue > MinimumKnobValue) + { + Power -= Time.deltaTime; + Power = Mathf.Clamp(Power, 0f, MaximumPowerDuration); + + MMVibrationManager.UpdateContinuousHaptic(_knobValue, _knobValue, true); + + if (Power <= 0f) + { + _carStarted = false; + Knob.SetActive(false); + Knob._rectTransform.localScale = Vector3.one * 0.9f; + ReloadingPrompt.SetActive(true); + } + } + else + { + _carStarted = false; + _lastStartClickAt = Time.time; + MMVibrationManager.StopContinuousHaptic(true); + } + } + } + } + + protected virtual void UpdateCar() + { + float targetSpeed = _carStarted ? NiceVibrationsDemoHelpers.Remap(Knob.Value, MinimumKnobValue, 1f, 0f, 1f) : 0f; + CarSpeed = Mathf.Lerp(CarSpeed, targetSpeed, Time.deltaTime * 1f); + + CarEngineAudioSource.volume = CarSpeed; + CarEngineAudioSource.pitch = NiceVibrationsDemoHelpers.Remap(CarSpeed, 0f, 1f, 0.5f, 1.25f); + + LeftWheel.Rotate(CarSpeed * Time.deltaTime * WheelRotationSpeed, Space.Self); + RightWheel.Rotate(CarSpeed * Time.deltaTime * WheelRotationSpeed, Space.Self); + + _carPosition.x = _initialCarPosition.x + 0f; + _carPosition.y = _initialCarPosition.y + 10 * CarSpeed * Mathf.PerlinNoise(Time.time * 10f, CarSpeed * 10f); + _carPosition.z = 0f; + CarBody.localPosition = _carPosition; + + } + + protected virtual void UpdateUI() + { + if (Knob.Active) + { + // start dent + if (Time.time - _lastStartClickAt < StartClickDuration) + { + float elapsedTime = StartClickCurve.Evaluate((Time.time - _lastStartClickAt) * (1 / StartClickDuration)); + Knob._rectTransform.localScale = Vector3.one + Vector3.one * elapsedTime * 0.05f; + Knob._image.color = Color.Lerp(ActiveColor, Color.white, elapsedTime); + } + + // other dents + foreach (float f in Dents) + { + if (((_knobValue >= f) && (_knobValueLastFrame < f)) || ((_knobValue <= f) && (_knobValueLastFrame > f))) + { + _lastDentAt = Time.time; + break; + } + } + if (Time.time - _lastDentAt < DentDuration) + { + float elapsedTime = StartClickCurve.Evaluate((Time.time - _lastDentAt) * (1 / DentDuration)); + Knob._rectTransform.localScale = Vector3.one + Vector3.one * elapsedTime * 0.02f; + Knob._image.color = Color.Lerp(ActiveColor, Color.white, elapsedTime * 0.05f); + if (MMVibrationManager.iOS()) + { + MMVibrationManager.TransientHaptic(0.4f, 1f); + } + } + } + + // gas bar + PowerBar.UpdateBar(Power, 0f, MaximumPowerDuration); + + // power bars + if (CarSpeed <= 0.1f) + { + for (int i = 0; i < SpeedBars.Count; i++) + { + SpeedBars[i].SetActive(false); + } + } + else + { + int barsAmount = (int)(CarSpeed * 5f); + for (int i = 0; i < SpeedBars.Count; i++) + { + if (i <= barsAmount) + { + SpeedBars[i].SetActive(true); + } + else + { + SpeedBars[i].SetActive(false); + } + } + } + } + } +} + diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta new file mode 100644 index 0000000..07f3419 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/CarDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35a26d6ebcf6d9c488dfd296cf2219f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs new file mode 100644 index 0000000..b82a5c9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs @@ -0,0 +1,55 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class PowerBarElement : MonoBehaviour + { + public float BumpDuration = 0.15f; + public Color NormalColor; + public Color InactiveColor; + public AnimationCurve Curve; + + protected Image _image; + protected float _bumpDuration = 0f; + protected bool _active = false; + protected bool _activeLastFrame = false; + + protected virtual void Awake() + { + _image = this.gameObject.GetComponent(); + } + + public virtual void SetActive(bool status) + { + _active = status; + _image.color = status ? NormalColor : InactiveColor; + } + + protected virtual void Update() + { + if (_active && !_activeLastFrame) + { + StartCoroutine(ColorBump()); + } + _activeLastFrame = _active; + } + + protected virtual IEnumerator ColorBump() + { + _bumpDuration = 0f; + while (_bumpDuration < BumpDuration) + { + float curveValue = Curve.Evaluate(_bumpDuration / BumpDuration); + _image.color = Color.Lerp(NormalColor, Color.white, curveValue); + + _bumpDuration += Time.deltaTime; + yield return null; + } + + _image.color = NormalColor; + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta new file mode 100644 index 0000000..e65f7cf --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/CarDemo/Scripts/PowerBarElement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b00d7a1bf2998ce459a1952941fc251e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta new file mode 100644 index 0000000..b6d8d3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 12db8d4d473814ac1a3a89f7e5ce5f5f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta new file mode 100644 index 0000000..c9f34a4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd9a82ec565fa4b3c936759c76b015eb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs new file mode 100644 index 0000000..2b2f817 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs @@ -0,0 +1,180 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class ContinuousHapticsDemoManager : DemoManager + { + [Header("Texts")] + public float ContinuousIntensity = 1f; + public float ContinuousSharpness = 1f; + public float ContinuousDuration = 3f; + public Text ContinuousIntensityText; + public Text ContinuousSharpnessText; + public Text ContinuousDurationText; + public Text ContinuousButtonText; + [Header("Interface")] + public MMTouchButton ContinuousButton; + public MMProgressBar IntensityProgressBar; + public MMProgressBar SharpnessProgressBar; + public MMProgressBar DurationProgressBar; + public MMProgressBar ContinuousProgressBar; + public HapticCurve TargetCurve; + public Slider DurationSlider; + + protected float _timeLeft; + protected Color _continuousButtonOnColor = new Color32(216, 85, 85, 255); + protected Color _continuousButtonOffColor = new Color32(242, 27, 80, 255); + protected bool _continuousActive = false; + protected float _intensityLastFrame = -1f; + protected float _sharpnessLastFrame = -1f; + + /// + /// On Awake, we initialize our iOS haptics. + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void Awake() + { + //MMVibrationIOS.iOSInitializeHaptics (); + ContinuousButton.ReturnToInitialSpriteAutomatically = false; + + ContinuousIntensityText.text = ContinuousIntensity.ToString(); + ContinuousSharpnessText.text = ContinuousSharpness.ToString(); + ContinuousDurationText.text = ContinuousDuration.ToString(); + + IntensityProgressBar.UpdateBar(ContinuousIntensity, 0f, 1f); + SharpnessProgressBar.UpdateBar(ContinuousSharpness, 0f, 1f); + DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f); + } + + protected virtual void Update() + { + UpdateContinuousDemo(); + } + + protected virtual void UpdateContinuousDemo() + { + if (_timeLeft > 0f) + { + ContinuousProgressBar.UpdateBar(_timeLeft, 0f, ContinuousDuration); + _timeLeft -= Time.deltaTime; + Logo.Shaking = true; + TargetCurve.Move = true; + Logo.Intensity = NiceVibrationsDemoHelpers.Remap(ContinuousIntensity, 0f, 1f, 1f, 8f); + Logo.Sharpness = NiceVibrationsDemoHelpers.Remap(ContinuousSharpness, 0f, 1f, 10f, 25f); + } + else + { + ContinuousProgressBar.UpdateBar(0f, 0f, ContinuousDuration); + Logo.Shaking = false; + TargetCurve.Move = false; + if (_continuousActive) + { + MMVibrationManager.StopContinuousHaptic(true); + OnHapticsStopped(); + } + } + if ((_sharpnessLastFrame != ContinuousSharpness) || (_intensityLastFrame != ContinuousIntensity)) + { + TargetCurve.UpdateCurve(ContinuousIntensity, ContinuousSharpness); + } + _intensityLastFrame = ContinuousIntensity; + _sharpnessLastFrame = ContinuousSharpness; + } + + public virtual void UpdateContinuousIntensity(float newIntensity) + { + ContinuousIntensity = newIntensity; + IntensityProgressBar.UpdateBar(ContinuousIntensity, 0f, 1f); + ContinuousIntensityText.text = NiceVibrationsDemoHelpers.Round(newIntensity, 2).ToString(); + UpdateContinuous(); + } + + public virtual void UpdateContinuousSharpness(float newSharpness) + { + ContinuousSharpness = newSharpness; + SharpnessProgressBar.UpdateBar(ContinuousSharpness, 0f, 1f); + ContinuousSharpnessText.text = NiceVibrationsDemoHelpers.Round(newSharpness, 2).ToString(); + UpdateContinuous(); + } + + public virtual void UpdateContinuousDuration(float newDuration) + { + ContinuousDuration = newDuration; + DurationProgressBar.UpdateBar(ContinuousDuration, 0f, 5f); + ContinuousDurationText.text = NiceVibrationsDemoHelpers.Round(newDuration, 2).ToString(); + } + + protected virtual void UpdateContinuous() + { + if (_continuousActive) + { + MMVibrationManager.UpdateContinuousHaptic(ContinuousIntensity, ContinuousSharpness, true, -1, true); + DebugAudioContinuous.volume = ContinuousIntensity; + DebugAudioContinuous.pitch = 0.5f + ContinuousSharpness / 2f; + } + } + + public virtual void ContinuousHapticsButton() + { + if (!_continuousActive) + { + // START + MMVibrationManager.ContinuousHaptic(ContinuousIntensity, ContinuousSharpness, ContinuousDuration, HapticTypes.LightImpact, this, true, -1, true); + _timeLeft = ContinuousDuration; + ContinuousButtonText.text = "Stop continuous haptic pattern"; + DurationSlider.interactable = false; + _continuousActive = true; + DebugAudioContinuous.Play(); + } + else + { + // STOP + MMVibrationManager.StopContinuousHaptic(true); + ResetPlayState(); + } + } + + protected virtual void OnHapticsStopped() + { + ResetPlayState(); + } + + protected virtual void OnHapticsError() + { + + } + + protected virtual void OnHapticsReset() + { + + } + + protected virtual void ResetPlayState() + { + _timeLeft = 0f; + ContinuousButtonText.text = "Play continuous haptic pattern"; + _continuousActive = false; + DebugAudioContinuous?.Stop(); + DurationSlider.interactable = true; + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError += OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset += OnHapticsReset; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + MMNViOSCoreHaptics.OnHapticPatternError -= OnHapticsError; + MMNViOSCoreHaptics.OnHapticPatternReset -= OnHapticsReset; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta new file mode 100644 index 0000000..95ea211 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/ContinuousDemo/Scripts/ContinuousHapticsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1334dc132cef6e4d980b0705fa9c3ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta new file mode 100644 index 0000000..27a0c76 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 307852c0d31364e6bb6cb5c1cb9728be +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs new file mode 100644 index 0000000..b31d5b5 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs @@ -0,0 +1,114 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class RegularPresetsDemoManager : DemoManager + { + + [Header("Image")] + public Image IconImage; + public Animator IconImageAnimator; + + [Header("Sprites")] + public Sprite IdleSprite; + + public Sprite SelectionSprite; + public Sprite SuccessSprite; + public Sprite WarningSprite; + public Sprite FailureSprite; + public Sprite RigidSprite; + public Sprite SoftSprite; + public Sprite LightSprite; + public Sprite MediumSprite; + public Sprite HeavySprite; + + protected WaitForSeconds _turnDelay; + protected WaitForSeconds _shakeDelay; + protected int _idleAnimationParameter; + + protected virtual void Awake() + { + _turnDelay = new WaitForSeconds(0.02f); + _shakeDelay = new WaitForSeconds(0.3f); + _idleAnimationParameter = Animator.StringToHash("Idle"); + IconImageAnimator.SetBool(_idleAnimationParameter, true); + IconImageAnimator.speed = 2f; + } + + protected virtual void ChangeImage(Sprite newSprite) + { + StartCoroutine(ChangeImageCoroutine(newSprite)); + } + + protected virtual IEnumerator ChangeImageCoroutine(Sprite newSprite) + { + DebugAudioTransient.Play(); + IconImageAnimator.SetBool(_idleAnimationParameter, false); + yield return _turnDelay; + IconImage.sprite = newSprite; + yield return _shakeDelay; + IconImageAnimator.SetBool(_idleAnimationParameter, true); + yield return _turnDelay; + IconImage.sprite = IdleSprite; + } + + + + public virtual void SelectionButton() + { + MMVibrationManager.Haptic(HapticTypes.Selection, false, true, this); + ChangeImage(SelectionSprite); + } + + public virtual void SuccessButton() + { + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + ChangeImage(SuccessSprite); + } + + public virtual void WarningButton() + { + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + ChangeImage(WarningSprite); + } + + public virtual void FailureButton() + { + MMVibrationManager.Haptic(HapticTypes.Failure, false, true, this); + ChangeImage(FailureSprite); + } + + public virtual void RigidButton() + { + MMVibrationManager.Haptic(HapticTypes.RigidImpact, false, true, this); + ChangeImage(RigidSprite); + } + + public virtual void SoftButton() + { + MMVibrationManager.Haptic(HapticTypes.SoftImpact, false, true, this); + ChangeImage(SoftSprite); + } + + public virtual void LightButton() + { + MMVibrationManager.Haptic(HapticTypes.LightImpact, false, true, this); + ChangeImage(LightSprite); + } + + public virtual void MediumButton() + { + MMVibrationManager.Haptic(HapticTypes.MediumImpact, false, true, this); + ChangeImage(MediumSprite); + } + + public virtual void HeavyButton() + { + MMVibrationManager.Haptic(HapticTypes.HeavyImpact, false, true, this); + ChangeImage(HeavySprite); + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta new file mode 100644 index 0000000..2145d29 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/RegularPresetsDemo/RegularPresetsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a5fbc7abb856a0a4791f28a326ea66b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta new file mode 100644 index 0000000..c46bf24 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bca962eb8dd0c4885bac3655eca432db +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta new file mode 100644 index 0000000..f132ab9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f3b3c245e22b2422bb1c12e7a8fb5747 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs new file mode 100644 index 0000000..658420a --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs @@ -0,0 +1,72 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class TransientHapticsDemoManager : DemoManager + { + [Header("Transient Haptics")] + public MMProgressBar IntensityProgressBar; + public MMProgressBar SharpnessProgressBar; + public HapticCurve TargetCurve; + public float TransientIntensity = 1f; + public float TransientSharpness = 1f; + public Text TransientIntensityText; + public Text TransientSharpnessText; + + protected virtual void Start() + { + SharpnessProgressBar.UpdateBar(1f, 0f, 1f); + IntensityProgressBar.UpdateBar(1f, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void UpdateTransientIntensity(float newIntensity) + { + TransientIntensity = newIntensity; + TransientIntensityText.text = NiceVibrationsDemoHelpers.Round(newIntensity, 2).ToString(); + IntensityProgressBar.UpdateBar(TransientIntensity, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void UpdateTransientSharpness(float newSharpness) + { + TransientSharpness = newSharpness; + TransientSharpnessText.text = NiceVibrationsDemoHelpers.Round(newSharpness, 2).ToString(); + SharpnessProgressBar.UpdateBar(TransientSharpness, 0f, 1f); + TargetCurve.UpdateCurve(TransientIntensity, TransientSharpness); + } + + public virtual void TransientHapticsButton() + { + MMVibrationManager.TransientHaptic(TransientIntensity, TransientSharpness, true, this); + StartCoroutine(Logo.Shake(0.2f)); + DebugAudioTransient.volume = TransientIntensity; + DebugAudioTransient.pitch = 0.5f + TransientSharpness / 2f; + DebugAudioTransient.Play(); + } + + protected virtual void OnHapticsStopped() + { + ResetPlayState(); + } + + protected virtual void ResetPlayState() + { + + + } + + protected virtual void OnEnable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped += OnHapticsStopped; + } + + protected virtual void OnDisable() + { + MMNViOSCoreHaptics.OnHapticPatternStopped -= OnHapticsStopped; + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta new file mode 100644 index 0000000..e22f3d3 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/TransientDemo/Scripts/TransientHapticsDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 154496c98a10fd14aac98700fa7044bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta new file mode 100644 index 0000000..8faa951 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d7a7b3624a8f84470a89092aa0e8f347 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta new file mode 100644 index 0000000..c614928 --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b59295da017324c80a1c77de12b730a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs new file mode 100644 index 0000000..76565fc --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs @@ -0,0 +1,191 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class WobbleButton : MonoBehaviour, IPointerExitHandler, IPointerEnterHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + + [Header("Bindings")] + public Camera TargetCamera; + public AudioSource SpringAudioSource; + public Animator TargetAnimator; + + [Header("Haptics")] + public TextAsset AHAPFile; + + [Header("Colors")] + public Image TargetModel; + + [Header("Wobble")] + public float OffDuration = 0.1f; + public float MaxRange; + public AnimationCurve WobbleCurve; + public float DragResetDuration = 4f; + public float WobbleFactor = 2f; + + protected Vector3 _neutralPosition; + protected Canvas _canvas; + protected Vector3 _newTargetPosition; + protected Vector3 _eventPosition; + protected Vector2 _workPosition; + protected float _initialZPosition; + protected bool _dragging; + protected int _pointerID; + protected PointerEventData _pointerEventData; + protected RectTransform _rectTransform; + + protected Vector3 _dragEndedPosition; + protected float _dragEndedAt; + protected Vector3 _dragResetDirection; + protected bool _pointerOn = false; + protected bool _draggedOnce = false; + protected int _sparkAnimationParameter; + + protected long[] _wobbleAndroidPattern = { 0, 40, 40, 80 }; + protected int[] _wobbleAndroidAmplitude = { 0, 40, 0, 80 }; + + protected virtual void Start() + { + //Initialization(); + } + + public virtual void SetPitch(float newPitch) + { + SpringAudioSource.pitch = newPitch; + } + + public virtual void Initialization() + { + _sparkAnimationParameter = Animator.StringToHash("Spark"); + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _canvas = GetComponentInParent(); + _initialZPosition = transform.position.z; + _rectTransform = this.gameObject.GetComponent(); + SetNeutralPosition(); + } + + public virtual void SetNeutralPosition() + { + _neutralPosition = _rectTransform.transform.position; + } + + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + + protected virtual void Update() + { + if (_pointerOn && !_dragging) + { + _newTargetPosition = GetWorldPosition(_pointerEventData.position); + + float distance = (_newTargetPosition - _neutralPosition).magnitude; + + if (distance < MaxRange) + { + _dragging = true; + } + else + { + _dragging = false; + } + } + + if (_dragging) + { + StickToPointer(); + } + else + { + GoBackToInitialPosition(); + } + } + + protected virtual void StickToPointer() + { + _draggedOnce = true; + _eventPosition = _pointerEventData.position; + + _newTargetPosition = GetWorldPosition(_eventPosition); + + // We clamp the stick's position to let it move only inside its defined max range + _newTargetPosition = Vector2.ClampMagnitude(_newTargetPosition - _neutralPosition, MaxRange); + _newTargetPosition = _neutralPosition + _newTargetPosition; + _newTargetPosition.z = _initialZPosition; + + transform.position = _newTargetPosition; + } + + protected virtual void GoBackToInitialPosition() + { + if (!_draggedOnce) + { + return; + } + + if (Time.time - _dragEndedAt < DragResetDuration) + { + float time = Remap(Time.time - _dragEndedAt, 0f, DragResetDuration, 0f, 1f); + float value = WobbleCurve.Evaluate(time) * WobbleFactor; + _newTargetPosition = Vector3.LerpUnclamped(_neutralPosition, _dragEndedPosition, value); + _newTargetPosition.z = _initialZPosition; + } + else + { + _newTargetPosition = _neutralPosition; + _newTargetPosition.z = _initialZPosition; + } + transform.position = _newTargetPosition; + } + + public virtual void OnPointerEnter(PointerEventData data) + { + _pointerID = data.pointerId; + _pointerEventData = data; + _pointerOn = true; + } + + public virtual void OnPointerExit(PointerEventData data) + { + _eventPosition = _pointerEventData.position; + + _newTargetPosition = GetWorldPosition(_eventPosition); + _newTargetPosition = Vector2.ClampMagnitude(_newTargetPosition - _neutralPosition, MaxRange); + _newTargetPosition = _neutralPosition + _newTargetPosition; + _newTargetPosition.z = _initialZPosition; + + _dragging = false; + _dragEndedPosition = _newTargetPosition; + _dragEndedAt = Time.time; + _dragResetDirection = _dragEndedPosition - _neutralPosition; + _pointerOn = false; + + TargetAnimator.SetTrigger(_sparkAnimationParameter); + SpringAudioSource.Play(); + MMVibrationManager.AdvancedHapticPattern(AHAPFile.text, _wobbleAndroidPattern, _wobbleAndroidAmplitude, -1, + _wobbleAndroidPattern, _wobbleAndroidAmplitude, _wobbleAndroidAmplitude, -1, HapticTypes.LightImpact, + this); + } + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} + diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta new file mode 100644 index 0000000..0ac61ac --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df337f93430edac488b1ddbd824df4d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs new file mode 100644 index 0000000..b84069c --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class WobbleDemoManager : DemoManager + { + public Camera ButtonCamera; + public RectTransform ContentZone; + public WobbleButton WobbleButtonPrefab; + public Vector2 PrefabSize = new Vector2(200f, 200f); + public float Margin = 20f; + public float Padding = 20f; + + protected List Buttons; + protected Canvas _canvas; + protected Vector3 _position = Vector3.zero; + + protected virtual void Start() + { + _canvas = GetComponentInParent(); + + float horizontalF = (ContentZone.rect.width - 2 * Padding) / (PrefabSize.x + Margin); + float verticalF = (ContentZone.rect.height - 2 * Padding) / (PrefabSize.y + Margin); + int horizontal = Mathf.FloorToInt(horizontalF); + int vertical = Mathf.FloorToInt(verticalF); + + float centerH = (ContentZone.rect.width - (Padding * 2) - (horizontal * PrefabSize.x) - (horizontal-1)*Margin ) / 2f; + float centerV = (ContentZone.rect.height - (Padding * 2) - (vertical * PrefabSize.x) - (vertical - 1) * Margin) / 2f; + + Buttons = new List(); + + for (int i = 0; i < horizontal; i++) + { + for (int j = 0; j < vertical; j++) + { + _position.x = centerH + Padding + PrefabSize.x/2f + i * (PrefabSize.x + Margin); + _position.y = centerV + Padding + PrefabSize.y/2f + j * (PrefabSize.y + Margin); + _position.z = 0f; + + WobbleButton button = Instantiate(WobbleButtonPrefab); + button.transform.SetParent(ContentZone.transform); + Buttons.Add(button); + + RectTransform rectTransform = button.GetComponent(); + rectTransform.anchorMin = Vector2.zero; + rectTransform.anchorMax = Vector2.zero; + button.name = "WobbleButton" + i + j; + button.transform.localScale = Vector3.one; + + rectTransform.anchoredPosition3D = _position; + button.TargetCamera = ButtonCamera; + button.Initialization(); + + } + } + + int counter = 0; + foreach(WobbleButton wbutton in Buttons) + { + float newPitch = NiceVibrationsDemoHelpers.Remap(counter, 0f, Buttons.Count, 0.3f, 1f); + wbutton.SetPitch(newPitch); + counter++; + } + + } + } +} diff --git a/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta new file mode 100644 index 0000000..b0adc3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/DemoAssets/WobbleDemo/Scripts/WobbleDemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b4855626e574f44ba43876941f82210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common.meta b/Assets/NiceVibrations/Demos/_Common.meta new file mode 100644 index 0000000..d74af85 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 434b4c715c61347e2b6e2b50ce804e98 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts.meta b/Assets/NiceVibrations/Demos/_Common/Scripts.meta new file mode 100644 index 0000000..4d90fa4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 628be55218ab14c089aee0360381b61f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs new file mode 100644 index 0000000..d45c4f7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class DemoManager : MonoBehaviour + { + [Header("Demo")] + public AudioSource DebugAudioTransient; + public AudioSource DebugAudioContinuous; + public MMUIShaker Logo; + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta new file mode 100644 index 0000000..50dda12 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/DemoManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d17be13a510eb8d4e9143fc087d48ac8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs new file mode 100644 index 0000000..f938450 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public static class NiceVibrationsDemoHelpers + { + public static float Round(float value, int digits) + { + float mult = Mathf.Pow(10.0f, (float)digits); + return Mathf.Round(value * mult) / mult; + } + + public static float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } + +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta new file mode 100644 index 0000000..c0ceddb --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/NiceVibrationsDemoHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b4ed85a472548245acff2bf62a492b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs new file mode 100644 index 0000000..2d88a3e --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + public class SoundSwitch : MonoBehaviour + { + public V2DemoManager DemoManager; + + protected MMSwitch _switch; + + protected virtual void Awake() + { + _switch = this.gameObject.GetComponent(); + } + + protected virtual void OnEnable() + { + if (DemoManager.SoundActive) + { + _switch.CurrentSwitchState = MMSwitch.SwitchStates.On; + _switch.InitializeState(); + } + else + { + _switch.CurrentSwitchState = MMSwitch.SwitchStates.Off; + _switch.InitializeState(); + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta new file mode 100644 index 0000000..c5e95ed --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/SoundSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e91a9c36e72456e4db171843272d8a2b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta new file mode 100644 index 0000000..a661b17 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da475991e32834df29ca8295d932b5f6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs new file mode 100644 index 0000000..949b563 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs @@ -0,0 +1,96 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; +using System.Collections.Generic; +using UnityEngine.Events; + +namespace MoreMountains.NiceVibrations +{ + public class HapticCurve : MonoBehaviour + { + [Range(0f, 1f)] + public float Intensity = 1f; + [Range(0f, 1f)] + public float Sharpness = 0f; + public int PointsCount = 50; + public float AmplitudeFactor = 3; + public int Period = 4; + public RectTransform StartPoint; + public RectTransform EndPoint; + + [Header("Movement")] + public bool Move = false; + public float MovementSpeed = 1f; + + protected LineRenderer _targetLineRenderer; + protected List Points; + + protected Canvas _canvas; + protected Camera _camera; + + protected Vector3 _startPosition; + protected Vector3 _endPosition; + protected Vector3 _workPoint; + + protected virtual void Awake() + { + Initialization(); + } + + protected virtual void Initialization() + { + Points = new List(); + _canvas = this.gameObject.GetComponentInParent(); + _targetLineRenderer = this.gameObject.GetComponent(); + _camera = _canvas.worldCamera; + DrawCurve(); + } + + protected virtual void DrawCurve() + { + _startPosition = StartPoint.transform.position; + _startPosition.z -= 0.1f; + _endPosition = EndPoint.transform.position; + _endPosition.z -= 0.1f; + + Points.Clear(); + + for (int i = 0; i < PointsCount; i++) + { + float t = NiceVibrationsDemoHelpers.Remap(i, 0, PointsCount, 0f, 1f); + float sinValue = MMSignal.GetValue(t, MMSignal.SignalType.Sine, 1f, AmplitudeFactor, Period, 0f, false); + float triangleValue = MMSignal.GetValue(t, MMSignal.SignalType.Triangle, 1f, AmplitudeFactor, Period, 0f, false); + + if (Move) + { + sinValue = MMSignal.GetValue(t + Time.time * MovementSpeed, MMSignal.SignalType.Sine, 1f, AmplitudeFactor, Period, 0f, false); + triangleValue = MMSignal.GetValue(t + Time.time * MovementSpeed, MMSignal.SignalType.Triangle, 1f, AmplitudeFactor, Period, 0f, false); + } + + float finalValue = Mathf.Lerp(sinValue, triangleValue, Sharpness); + + + _workPoint.x = Mathf.Lerp(_startPosition.x, _endPosition.x, t); + _workPoint.y = finalValue * Intensity + _startPosition.y; + _workPoint.z = _startPosition.z; + Points.Add(_workPoint); + } + + _targetLineRenderer.positionCount = PointsCount ; + _targetLineRenderer.SetPositions(Points.ToArray()); + } + + protected virtual void Update() + { + UpdateCurve(Intensity, Sharpness); + } + + public virtual void UpdateCurve(float intensity, float sharpness) + { + Intensity = intensity; + Sharpness = sharpness; + DrawCurve(); + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta new file mode 100644 index 0000000..d8ab4b9 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/HapticCurve.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a81aea2b884ed3d4da5135acac404ba3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs new file mode 100644 index 0000000..6b9a598 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Text))] + /// + /// Add this class to a gameObject with a Text component and it'll feed it the number of FPS in real time. + /// + public class MMFPSCounter : MonoBehaviour + { + /// + /// The frequency at which the FPS counter should update (in seconds) + /// + public float UpdateInterval = 0.3f; + + protected float _framesAccumulated = 0f; + protected float _framesDrawnInTheInterval = 0f; + protected float _timeLeft ; + protected Text _text; + protected int _currentFPS; + + static string[] _stringsFrom00To300 = { + "00", "01", "02", "03", "04", "05", "06", "07", "08", "09", + "10", "11", "12", "13", "14", "15", "16", "17", "18", "19", + "20", "21", "22", "23", "24", "25", "26", "27", "28", "29", + "30", "31", "32", "33", "34", "35", "36", "37", "38", "39", + "40", "41", "42", "43", "44", "45", "46", "47", "48", "49", + "50", "51", "52", "53", "54", "55", "56", "57", "58", "59", + "60", "61", "62", "63", "64", "65", "66", "67", "68", "69", + "70", "71", "72", "73", "74", "75", "76", "77", "78", "79", + "80", "81", "82", "83", "84", "85", "86", "87", "88", "89", + "90", "91", "92", "93", "94", "95", "96", "97", "98", "99", + "100", "101", "102", "103", "104", "105", "106", "107", "108", "109", + "110", "111", "112", "113", "114", "115", "116", "117", "118", "119", + "120", "121", "122", "123", "124", "125", "126", "127", "128", "129", + "130", "131", "132", "133", "134", "135", "136", "137", "138", "139", + "140", "141", "142", "143", "144", "145", "146", "147", "148", "149", + "150", "151", "152", "153", "154", "155", "156", "157", "158", "159", + "160", "161", "162", "163", "164", "165", "166", "167", "168", "169", + "170", "171", "172", "173", "174", "175", "176", "177", "178", "179", + "180", "181", "182", "183", "184", "185", "186", "187", "188", "189", + "190", "191", "192", "193", "194", "195", "196", "197", "198", "199", + "200", "201", "202", "203", "204", "205", "206", "207", "208", "209", + "210", "211", "212", "213", "214", "215", "216", "217", "218", "219", + "220", "221", "222", "223", "224", "225", "226", "227", "228", "229", + "230", "231", "232", "233", "234", "235", "236", "237", "238", "239", + "240", "241", "242", "243", "244", "245", "246", "247", "248", "249", + "250", "251", "252", "253", "254", "255", "256", "257", "258", "259", + "260", "261", "262", "263", "264", "265", "266", "267", "268", "269", + "270", "271", "272", "273", "274", "275", "276", "277", "278", "279", + "280", "281", "282", "283", "284", "285", "286", "287", "288", "289", + "290", "291", "292", "293", "294", "295", "296", "297", "298", "299", + "300" + }; + + /// + /// On Start(), we get the Text component and initialize our counter + /// + protected virtual void Start() + { + if(GetComponent()==null) + { + Debug.LogWarning ("FPSCounter requires a GUIText component."); + return; + } + _text = GetComponent(); + _timeLeft = UpdateInterval; + } + + /// + /// On Update, we increment our various counters, and if we've reached our UpdateInterval, we update our FPS counter + /// with the number of frames displayed since the last counter update + /// + protected virtual void Update() + { + _framesDrawnInTheInterval++; + _framesAccumulated = _framesAccumulated + Time.timeScale/Time.deltaTime; + _timeLeft = _timeLeft - Time.deltaTime; + + if( _timeLeft <= 0.0 ) + { + _currentFPS = (int)Mathf.Clamp (_framesAccumulated / _framesDrawnInTheInterval, 0, 300); + if (_currentFPS >=0 && _currentFPS <= 300) + { + _text.text = _stringsFrom00To300 [_currentFPS]; + } + _framesDrawnInTheInterval = 0; + _framesAccumulated = 0f; + _timeLeft = UpdateInterval; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta new file mode 100644 index 0000000..f1414b6 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSCounter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a080b2252c3a59546a7462b0fb3ef79e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs new file mode 100644 index 0000000..c4a8429 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs @@ -0,0 +1,43 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + /// + /// Add this component to any object and it'll set the target frame rate and vsync count. Note that vsync count must be 0 for the target FPS to work. + /// + public class MMFPSUnlock : MonoBehaviour + { + /// the target FPS you want the game to run at + public int TargetFPS; + [Range(0,2)] + /// whether vsync should be enabled or not (on a 60Hz screen, 1 : 60fps, 2 : 30fps, 0 : don't wait for vsync) + public int VSyncCount = 0; + + /// + /// On start we change our target fps and vsync settings + /// + protected virtual void Start() + { + UpdateSettings(); + } + + /// + /// When a value gets changed in the editor, we update our settings + /// + protected virtual void OnValidate() + { + UpdateSettings(); + } + + /// + /// Updates the target frame rate value and vsync count setting + /// + protected virtual void UpdateSettings() + { + QualitySettings.vSyncCount = VSyncCount; + Application.targetFrameRate = TargetFPS; + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta new file mode 100644 index 0000000..f79bb4c --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMFPSUnlock.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ecb76331b2602f4ba888267530cbfce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs new file mode 100644 index 0000000..72b71e6 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Rect))] + public class MMKnob : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + public RenderMode ParentCanvasRenderMode { get; protected set; } + + [Header("Bindings")] + public Camera TargetCamera; + + [Header("Settings")] + public float MinimumAngle = 45f; + public float MaximumAngle = -225f; + public float MaximumDistance = 50f; + public Color ActiveColor; + public Color InactiveColor; + + [Header("Output")] + public bool Dragging = false; + public float Value = 0f; + public bool Active = true; + + public Image _image; + protected PointerEventData _pointerEventData; + protected float _distance; + public RectTransform _rectTransform; + protected Vector3 _rotation = Vector3.zero; + protected Canvas _canvas; + protected Vector2 _workPosition; + + protected virtual void Awake() + { + _image = this.gameObject.GetComponent(); + _canvas = GetComponentInParent(); + ParentCanvasRenderMode = GetComponentInParent().renderMode; + _rectTransform = this.GetComponent(); + SetRotation(MinimumAngle); + } + + protected virtual void Update() + { + if (!Active) + { + Dragging = false; + _image.color = InactiveColor; + return; + } + else + { + _image.color = ActiveColor; + } + + if (!Dragging) + { + return; + } + + Vector2 v1 = Vector2.down; + Vector2 v2 = this.transform.position - GetWorldPosition(_pointerEventData.position); + + float angle = Vector2.SignedAngle(v1, v2); + + angle = Mathf.Clamp(angle, -130f, 130f); + + _rotation.z = NiceVibrationsDemoHelpers.Remap(angle, -130f, 130f, MaximumAngle, MinimumAngle); + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + + Value = NiceVibrationsDemoHelpers.Remap(angle, -130f, 130f, 1f, 0f); + } + + protected virtual void SetRotation(float angle) + { + angle = Mathf.Clamp(angle, MaximumAngle, MinimumAngle); + _rotation.z = angle; + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + } + + public virtual void SetActive(bool status) + { + Active = status; + } + + public virtual void SetValue(float value) + { + SetRotation(MinimumAngle); + Value = value; + float angle = NiceVibrationsDemoHelpers.Remap(value, 0f, 1f, MinimumAngle, MaximumAngle); + + _rotation.z = angle; + _rectTransform.SetPositionAndRotation(this.transform.position, Quaternion.Euler(_rotation)); + } + + public void OnPointerDown(PointerEventData eventData) + { + _pointerEventData = eventData; + Dragging = true; + } + + public void OnPointerUp(PointerEventData eventData) + { + _pointerEventData = null; + Dragging = false; + } + protected virtual Vector3 GetWorldPosition(Vector3 testPosition) + { + if (ParentCanvasRenderMode == RenderMode.ScreenSpaceCamera) + { + RectTransformUtility.ScreenPointToLocalPointInRectangle(_canvas.transform as RectTransform, testPosition, _canvas.worldCamera, out _workPosition); + return _canvas.transform.TransformPoint(_workPosition); + } + else + { + return testPosition; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta new file mode 100644 index 0000000..f89de23 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMKnob.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 975863c8bb910594288081f50f6185aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs new file mode 100644 index 0000000..a437ff5 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs @@ -0,0 +1,352 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace MoreMountains.NiceVibrations +{ + /// + /// Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value. + /// See the HealthBar.cs script for a use case + /// + public class MMProgressBar : MonoBehaviour + { + /// the possible fill modes + public enum FillModes { LocalScale, FillAmount, Width, Height } + /// the possible directions for the fill (for local scale and fill amount only) + public enum BarDirections { LeftToRight, RightToLeft, UpToDown, DownToUp } + /// the possible timescales the bar can work on + public enum TimeScales { UnscaledTime, Time } + + [Header("General Settings")] + /// the local scale or fillamount value to reach when the bar is empty + public float StartValue = 0f; + /// the local scale or fillamount value to reach when the bar is full + public float EndValue = 1f; + /// the direction this bar moves to + public BarDirections BarDirection = BarDirections.LeftToRight; + /// the foreground bar's fill mode + public FillModes FillMode = FillModes.LocalScale; + /// defines whether the bar will work on scaled or unscaled time (whether or not it'll keep moving if time is slowed down for example) + public TimeScales TimeScale = TimeScales.UnscaledTime; + + [Header("Foreground Bar Settings")] + /// whether or not the foreground bar should lerp + public bool LerpForegroundBar = true; + /// the speed at which to lerp the foreground bar + public float LerpForegroundBarSpeed = 15f; + + [Header("Delayed Bar Settings")] + /// the delay before the delayed bar moves (in seconds) + public float Delay = 1f; + /// whether or not the delayed bar's animation should lerp + public bool LerpDelayedBar = true; + /// the speed at which to lerp the delayed bar + public float LerpDelayedBarSpeed = 15f; + + [Header("Bindings")] + /// optional - the ID of the player associated to this bar + public string PlayerID; + /// the delayed bar + public Transform DelayedBar; + /// the main, foreground bar + public Transform ForegroundBar; + + [Header("Bump")] + /// whether or not the bar should "bump" when changing value + public bool BumpScaleOnChange = true; + /// whether or not the bar should bump when its value increases + public bool BumpOnIncrease = false; + /// the duration of the bump animation + public float BumpDuration = 0.2f; + /// whether or not the bar should flash when bumping + public bool ChangeColorWhenBumping = true; + /// the color to apply to the bar when bumping + public Color BumpColor = Color.white; + /// the curve to map the bump animation on + public AnimationCurve BumpAnimationCurve = new AnimationCurve(new Keyframe(1, 1), new Keyframe(0.3f, 1.05f), new Keyframe(1, 1)); + /// the curve to map the bump animation color animation on + public AnimationCurve BumpColorAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)); + /// whether or not the bar is bumping right now + public bool Bumping { get; protected set; } + + [Header("Realtime")] + /// whether or not this progress bar should update itself every update (if not, you'll have to update it using the UpdateBar method + public bool AutoUpdating = false; + /// the current progress of the bar + [Range(0f, 1f)] + public float BarProgress; + + protected float _targetFill; + protected Vector3 _targetLocalScale = Vector3.one; + protected float _newPercent; + protected float _lastPercent; + protected float _lastUpdateTimestamp; + protected bool _bump = false; + protected Color _initialColor; + protected Vector3 _initialScale; + protected Vector3 _newScale; + protected Image _foregroundImage; + protected Image _delayedImage; + protected bool _initialized; + protected Vector2 _initialFrontBarSize; + + /// + /// On start we store our image component + /// + protected virtual void Start() + { + _initialScale = this.transform.localScale; + + if (ForegroundBar != null) + { + _foregroundImage = ForegroundBar.GetComponent(); + _initialFrontBarSize = _foregroundImage.rectTransform.sizeDelta; + } + if (DelayedBar != null) + { + _delayedImage = DelayedBar.GetComponent(); + } + _initialized = true; + } + + /// + /// On Update we update our bars + /// + protected virtual void Update() + { + AutoUpdate(); + UpdateFrontBar(); + UpdateDelayedBar(); + } + + protected virtual void AutoUpdate() + { + if (!AutoUpdating) + { + return; + } + + _newPercent = Remap(BarProgress, 0f, 1f, StartValue, EndValue); + _targetFill = _newPercent; + _lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + } + + /// + /// Updates the front bar's scale + /// + protected virtual void UpdateFrontBar() + { + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledTime; + + if (ForegroundBar != null) + { + switch (FillMode) + { + case FillModes.LocalScale: + _targetLocalScale = Vector3.one; + switch (BarDirection) + { + case BarDirections.LeftToRight: + _targetLocalScale.x = _targetFill; + break; + case BarDirections.RightToLeft: + _targetLocalScale.x = 1f - _targetFill; + break; + case BarDirections.DownToUp: + _targetLocalScale.y = _targetFill; + break; + case BarDirections.UpToDown: + _targetLocalScale.y = 1f - _targetFill; + break; + } + + if (LerpForegroundBar) + { + _newScale = Vector3.Lerp(ForegroundBar.localScale, _targetLocalScale, currentDeltaTime * LerpForegroundBarSpeed); + } + else + { + _newScale = _targetLocalScale; + } + + ForegroundBar.localScale = _newScale; + break; + + case FillModes.Width: + if (_foregroundImage == null) + { + return; + } + float newSizeX = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.x); + newSizeX = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeX, currentDeltaTime * LerpForegroundBarSpeed); + _foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, newSizeX); + break; + + case FillModes.Height: + if (_foregroundImage == null) + { + return; + } + float newSizeY = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.y); + newSizeY = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeY, currentDeltaTime * LerpForegroundBarSpeed); + _foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, newSizeY); + break; + + case FillModes.FillAmount: + if (_foregroundImage == null) + { + return; + } + if (LerpForegroundBar) + { + _foregroundImage.fillAmount = Mathf.Lerp(_foregroundImage.fillAmount, _targetFill, currentDeltaTime * LerpForegroundBarSpeed); + } + else + { + _foregroundImage.fillAmount = _targetFill; + } + break; + } + } + } + + /// + /// Updates the delayed bar's scale + /// + protected virtual void UpdateDelayedBar() + { + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime; + float currentTime = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + + if (DelayedBar != null) + { + if (currentTime - _lastUpdateTimestamp > Delay) + { + if (FillMode == FillModes.LocalScale) + { + _targetLocalScale = Vector3.one; + + switch (BarDirection) + { + case BarDirections.LeftToRight: + _targetLocalScale.x = _targetFill; + break; + case BarDirections.RightToLeft: + _targetLocalScale.x = 1f - _targetFill; + break; + case BarDirections.DownToUp: + _targetLocalScale.y = _targetFill; + break; + case BarDirections.UpToDown: + _targetLocalScale.y = 1f - _targetFill; + break; + } + + if (LerpDelayedBar) + { + _newScale = Vector3.Lerp(DelayedBar.localScale, _targetLocalScale, currentDeltaTime * LerpDelayedBarSpeed); + } + else + { + _newScale = _targetLocalScale; + } + DelayedBar.localScale = _newScale; + } + + if ((FillMode == FillModes.FillAmount) && (_delayedImage != null)) + { + if (LerpDelayedBar) + { + _delayedImage.fillAmount = Mathf.Lerp(_delayedImage.fillAmount, _targetFill, currentDeltaTime * LerpDelayedBarSpeed); + } + else + { + _delayedImage.fillAmount = _targetFill; + } + } + } + } + } + + /// + /// Updates the bar's values based on the specified parameters + /// + /// Current value. + /// Minimum value. + /// Max value. + public virtual void UpdateBar(float currentValue, float minValue, float maxValue) + { + _newPercent = Remap(currentValue, minValue, maxValue, StartValue, EndValue); + if ((_newPercent != BarProgress) && !Bumping) + { + Bump(); + } + BarProgress = _newPercent; + _targetFill = _newPercent; + _lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime; + _lastPercent = _newPercent; + } + + /// + /// Triggers a camera bump + /// + public virtual void Bump() + { + if (!BumpScaleOnChange || !_initialized) + { + return; + } + if (!BumpOnIncrease && (_lastPercent < _newPercent)) + { + return; + } + if (this.gameObject.activeInHierarchy) + { + StartCoroutine(BumpCoroutine()); + } + } + + /// + /// A coroutine that (usually quickly) changes the scale of the bar + /// + /// The coroutine. + protected virtual IEnumerator BumpCoroutine() + { + float journey = 0f; + float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime; + + Bumping = true; + if (_foregroundImage != null) + { + _initialColor = _foregroundImage.color; + } + + while (journey <= BumpDuration) + { + journey = journey + currentDeltaTime; + float percent = Mathf.Clamp01(journey / BumpDuration); + float curvePercent = BumpAnimationCurve.Evaluate(percent); + float colorCurvePercent = BumpColorAnimationCurve.Evaluate(percent); + this.transform.localScale = curvePercent * _initialScale; + + if (ChangeColorWhenBumping && (_foregroundImage != null)) + { + _foregroundImage.color = Color.Lerp(_initialColor, BumpColor, colorCurvePercent); + } + + yield return null; + } + _foregroundImage.color = _initialColor; + Bumping = false; + yield return null; + + } + + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta new file mode 100644 index 0000000..02afe3b --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMProgressBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0d9a9c3b9b9947b4b9b6b42f381d6cc1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs new file mode 100644 index 0000000..e83d0df --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace MoreMountains.NiceVibrations +{ + /// + /// This class lets you output the value corresponding to one of the basic signal types it contains. Useful to draw basic signal curves. + /// + public class MMSignal : MonoBehaviour + { + public enum SignalType + { + DigitalNoise, + Pulse, + Sawtooth, + Sine, + Square, + Triangle, + WhiteNoise + } + + /// + /// Returns the corresponding value based on the selected SignalType for a given time value + /// + /// + /// + /// + /// + /// + /// + /// + /// + public static float GetValue(float time, SignalType signalType, float phase, float amplitude, float frequency, float offset, bool Invert = false) + { + float value = 0f; + float invert = Invert ? -1 : 1; + float t = frequency * time + phase; + + switch (signalType) + { + case SignalType.Sine: + value = (float)Mathf.Sin(2f * Mathf.PI * t); + break; + case SignalType.Square: + value = Mathf.Sign(Mathf.Sin(2f * Mathf.PI * t)); + break; + case SignalType.Triangle: + value = 1f - 4f * (float)Mathf.Abs(Mathf.Round(t - 0.25f) - (t - 0.25f)); + break; + case SignalType.Sawtooth: + value = 2f * (t - (float)Mathf.Floor(t + 0.5f)); + break; + case SignalType.Pulse: + value = (Mathf.Abs(Mathf.Sin(2 * Mathf.PI * t)) < 1.0 - 10E-3) ? (0) : (1); + break; + case SignalType.WhiteNoise: + value = 2f * Random.Range(0,int.MaxValue) / int.MaxValue - 1f; + break; + case SignalType.DigitalNoise: + value = Random.Range(0,2); + break; + } + + return (invert * amplitude * value + offset); + } + } +} + diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta new file mode 100644 index 0000000..267ac2b --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSignal.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d76197e60487b7e46bf8b722dfde0a9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs new file mode 100644 index 0000000..0d38418 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A class to add to an Image or SpriteRenderer to have it act like a button with a different sprite for on and off states + /// + public class MMSpriteReplace : MonoBehaviour + { + + [Header("Sprites")] + + /// the sprite to use when in the "on" state + public Sprite OnSprite; + /// the sprite to use when in the "off" state + public Sprite OffSprite; + + [Header("Start settings")] + /// if this is true, the button will start if "on" state + public bool StartsOn = true; + + /// the current state of the button + public bool CurrentValue { get { return (_image.sprite == OnSprite); } } + + protected Image _image; + protected SpriteRenderer _spriteRenderer; + protected MMTouchButton _mmTouchButton; + + /// + /// On Start we initialize our button + /// + protected virtual void Start() + { + Initialization (); + } + + /// + /// On init, we grab our image component, and set our sprite in its initial state + /// + protected virtual void Initialization() + { + // grabs components + _image = GetComponent (); + _spriteRenderer = GetComponent(); + + // grabs button + _mmTouchButton = GetComponent (); + if (_mmTouchButton != null) + { + _mmTouchButton.ReturnToInitialSpriteAutomatically = false; + } + + // handles start + if ((OnSprite == null) || (OffSprite == null)) + { + return; + } + + if (_image != null) + { + if (StartsOn) + { + _image.sprite = OnSprite; + } + else + { + _image.sprite = OffSprite; + } + } + + if (_spriteRenderer != null) + { + if (StartsOn) + { + _spriteRenderer.sprite = OnSprite; + } + else + { + _spriteRenderer.sprite = OffSprite; + } + } + } + + /// + /// A public method to change the sprite + /// + public virtual void Swap() + { + if (_image != null) + { + if (_image.sprite != OnSprite) + { + SwitchToOnSprite(); + } + else + { + SwitchToOffSprite(); + } + } + + if (_spriteRenderer != null) + { + if (_spriteRenderer.sprite != OnSprite) + { + SwitchToOnSprite(); + } + else + { + SwitchToOffSprite(); + } + } + } + + /// + /// a public method to switch to off sprite directly + /// + public virtual void SwitchToOffSprite() + { + if ((_image == null) && (_spriteRenderer == null)) + { + return; + } + if (OffSprite == null) + { + return; + } + + SpriteOff (); + } + + /// + /// sets the image's sprite to off + /// + protected virtual void SpriteOff() + { + if (_image != null) + { + _image.sprite = OffSprite; + } + if (_spriteRenderer != null) + { + _spriteRenderer.sprite = OffSprite; + } + } + + /// + /// a public method to switch to on sprite directly + /// + public virtual void SwitchToOnSprite() + { + if ((_image == null) && (_spriteRenderer == null)) + { + return; + } + if (OnSprite == null) + { + return; + } + + SpriteOn (); + } + + /// + /// sets the image's sprite to on + /// + protected virtual void SpriteOn() + { + + if (_image != null) + { + _image.sprite = OnSprite; + } + if (_spriteRenderer != null) + { + _spriteRenderer.sprite = OnSprite; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta new file mode 100644 index 0000000..954f62c --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSpriteReplace.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 516e3ec07e472164f97fd51ce17b13b0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs new file mode 100644 index 0000000..0dafb84 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs @@ -0,0 +1,120 @@ +using UnityEngine; +using System.Collections; +using System; +using UnityEngine.UI; +using System.Collections.Generic; +using UnityEngine.Events; + +namespace MoreMountains.NiceVibrations +{ + /// + /// A component to handle switches + /// + public class MMSwitch : MMTouchButton + { + [Header("Switch")] + /// a SpriteReplace to represent the switch knob + public Image SwitchKnob; + /// the possible states of the switch + public enum SwitchStates { Off, On } + /// the current state of the switch + public SwitchStates CurrentSwitchState { get; set; } + + [Header("Knob")] + /// the state the switch should start in + public SwitchStates InitialState = SwitchStates.Off; + public Transform OffPosition; + public Transform OnPosition; + public AnimationCurve KnobMovementCurve = AnimationCurve.Linear(0f, 0f, 1f, 1f); + public float KnobMovementDuration = 0.2f; + + [Header("Binding")] + /// the methods to call when the switch is turned on + public UnityEvent SwitchOn; + /// the methods to call when the switch is turned off + public UnityEvent SwitchOff; + + protected float _knobMovementStartedAt = -50f; + + /// + /// On init, we set our current switch state + /// + protected override void Initialization() + { + base.Initialization(); + CurrentSwitchState = InitialState; + InitializeState(); + } + + public virtual void InitializeState() + { + if (CurrentSwitchState == SwitchStates.Off) + { + if (_animator != null) + { + _animator.Play("RollLeft"); + } + SwitchKnob.transform.position = OffPosition.transform.position; + } + else + { + if (_animator != null) + { + _animator.Play("RollRight"); + } + SwitchKnob.transform.position = OnPosition.transform.position; + } + } + + protected override void Update() + { + base.Update(); + if (Time.time - _knobMovementStartedAt < KnobMovementDuration) + { + float time = Remap(Time.time - _knobMovementStartedAt, 0f, KnobMovementDuration, 0f, 1f); + float value = KnobMovementCurve.Evaluate(time); + + if (CurrentSwitchState == SwitchStates.Off) + { + SwitchKnob.transform.position = Vector3.Lerp(OnPosition.transform.position, OffPosition.transform.position, value); + } + else + { + SwitchKnob.transform.position = Vector3.Lerp(OffPosition.transform.position, OnPosition.transform.position, value); + } + } + } + + /// + /// Use this method to go from one state to the other + /// + public virtual void SwitchState() + { + _knobMovementStartedAt = Time.time; + if (CurrentSwitchState == SwitchStates.Off) + { + CurrentSwitchState = SwitchStates.On; + if (_animator != null) + { + _animator?.SetTrigger("Right"); + } + if (SwitchOn != null) + { + SwitchOn.Invoke(); + } + } + else + { + CurrentSwitchState = SwitchStates.Off; + if (_animator != null) + { + _animator?.SetTrigger("Left"); + } + if (SwitchOff != null) + { + SwitchOff.Invoke(); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta new file mode 100644 index 0000000..c2ce460 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMSwitch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cdac5e74bb2234a4aa365592aa547afb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs new file mode 100644 index 0000000..08b60cd --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs @@ -0,0 +1,393 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Rect))] + [RequireComponent(typeof(CanvasGroup))] + /// + /// Add this component to a GUI Image to have it act as a button. + /// Bind pressed down, pressed continually and released actions to it from the inspector + /// Handles mouse and multi touch + /// + public class MMTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerExitHandler, IPointerEnterHandler, ISubmitHandler + { + /// The different possible states for the button : + /// Off (default idle state), ButtonDown (button pressed for the first time), ButtonPressed (button being pressed), ButtonUp (button being released), Disabled (unclickable but still present on screen) + /// ButtonDown and ButtonUp will only last one frame, the others will last however long you press them / disable them / do nothing + public enum ButtonStates { Off, ButtonDown, ButtonPressed, ButtonUp, Disabled } + [Header("Binding")] + /// The method(s) to call when the button gets pressed down + public UnityEvent ButtonPressedFirstTime; + /// The method(s) to call when the button gets released + public UnityEvent ButtonReleased; + /// The method(s) to call while the button is being pressed + public UnityEvent ButtonPressed; + + [Header("Sprite Swap")] + public Sprite DisabledSprite; + public Sprite PressedSprite; + public Sprite HighlightedSprite; + + [Header("Color Changes")] + public bool PressedChangeColor = false; + public Color PressedColor = Color.white; + public bool LerpColor = true; + public float LerpColorDuration = 0.2f; + public AnimationCurve LerpColorCurve; + + [Header("Opacity")] + /// the new opacity to apply to the canvas group when the button is pressed + public float PressedOpacity = 1f; + public float IdleOpacity = 1f; + public float DisabledOpacity = 1f; + + [Header("Delays")] + public float PressedFirstTimeDelay = 0f; + public float ReleasedDelay = 0f; + + [Header("Buffer")] + public float BufferDuration = 0f; + + [Header("Animation")] + public Animator Animator; + public string IdleAnimationParameterName = "Idle"; + public string DisabledAnimationParameterName = "Disabled"; + public string PressedAnimationParameterName = "Pressed"; + + [Header("Mouse Mode")] + /// If you set this to true, you'll need to actually press the button for it to be triggered, otherwise a simple hover will trigger it (better for touch input). + public bool MouseMode = false; + + public bool ReturnToInitialSpriteAutomatically { get; set; } + + /// the current state of the button (off, down, pressed or up) + public ButtonStates CurrentState { get; protected set; } + + protected bool _zonePressed = false; + protected CanvasGroup _canvasGroup; + protected float _initialOpacity; + protected Animator _animator; + protected Image _image; + protected Sprite _initialSprite; + protected Color _initialColor; + protected float _lastClickTimestamp = 0f; + protected Selectable _selectable; + protected float _lastStateChangeAt = -50f; + + protected Color _imageColor; + protected Color _fromColor; + protected Color _toColor; + + /// + /// On Start, we get our canvasgroup and set our initial alpha + /// + protected virtual void Awake() + { + Initialization (); + } + + protected virtual void Initialization() + { + ReturnToInitialSpriteAutomatically = true; + + _selectable = GetComponent (); + + _image = GetComponent (); + if (_image != null) + { + _initialColor = _image.color; + _initialSprite = _image.sprite; + } + + _animator = GetComponent (); + if (Animator != null) + { + _animator = Animator; + } + + _canvasGroup = GetComponent(); + if (_canvasGroup!=null) + { + _initialOpacity = IdleOpacity; + _canvasGroup.alpha = _initialOpacity; + _initialOpacity = _canvasGroup.alpha; + } + ResetButton(); + } + + /// + /// Every frame, if the touch zone is pressed, we trigger the OnPointerPressed method, to detect continuous press + /// + protected virtual void Update() + { + switch (CurrentState) + { + case ButtonStates.Off: + SetOpacity (IdleOpacity); + if ((_image != null) && (ReturnToInitialSpriteAutomatically)) + { + _image.sprite = _initialSprite; + } + if (_selectable != null) + { + _selectable.interactable = true; + if (EventSystem.current.currentSelectedGameObject == this.gameObject) + { + if (HighlightedSprite != null) + { + _image.sprite = HighlightedSprite; + } + } + } + break; + + case ButtonStates.Disabled: + SetOpacity (DisabledOpacity); + if (_image != null) + { + if (DisabledSprite != null) + { + _image.sprite = DisabledSprite; + } + } + if (_selectable != null) + { + _selectable.interactable = false; + } + break; + + case ButtonStates.ButtonDown: + + break; + + case ButtonStates.ButtonPressed: + SetOpacity (PressedOpacity); + OnPointerPressed(); + if (_image != null) + { + if (PressedSprite != null) + { + _image.sprite = PressedSprite; + } + if (PressedChangeColor) + { + _image.color = PressedColor; + } + } + break; + + case ButtonStates.ButtonUp: + + break; + } + + if ((_image != null) && (PressedChangeColor)) + { + if (Time.time - _lastStateChangeAt < LerpColorDuration) + { + float t = LerpColorCurve.Evaluate(Remap(Time.time - _lastStateChangeAt, 0f, LerpColorDuration, 0f, 1f)); + _image.color = Color.Lerp(_fromColor, _toColor, t); + } + } + + UpdateAnimatorStates (); + } + + /// + /// At the end of every frame, we change our button's state if needed + /// + protected virtual void LateUpdate() + { + if (CurrentState == ButtonStates.ButtonUp) + { + _lastStateChangeAt = Time.time; + _fromColor = PressedColor; + _toColor = _initialColor; + CurrentState = ButtonStates.Off; + } + if (CurrentState == ButtonStates.ButtonDown) + { + _lastStateChangeAt = Time.time; + _fromColor = _initialColor; + _toColor = PressedColor; + CurrentState = ButtonStates.ButtonPressed; + } + } + + /// + /// Triggers the bound pointer down action + /// + public virtual void OnPointerDown(PointerEventData data) + { + if (Time.time - _lastClickTimestamp < BufferDuration) + { + return; + } + + if (CurrentState != ButtonStates.Off) + { + return; + } + CurrentState = ButtonStates.ButtonDown; + _lastClickTimestamp = Time.time; + if ((Time.timeScale != 0) && (PressedFirstTimeDelay > 0)) + { + Invoke ("InvokePressedFirstTime", PressedFirstTimeDelay); + } + else + { + ButtonPressedFirstTime.Invoke(); + } + } + + protected virtual void InvokePressedFirstTime() + { + if (ButtonPressedFirstTime!=null) + { + ButtonPressedFirstTime.Invoke(); + } + } + + /// + /// Triggers the bound pointer up action + /// + public virtual void OnPointerUp(PointerEventData data) + { + if (CurrentState != ButtonStates.ButtonPressed && CurrentState != ButtonStates.ButtonDown) + { + return; + } + + CurrentState = ButtonStates.ButtonUp; + if ((Time.timeScale != 0) && (ReleasedDelay > 0)) + { + Invoke ("InvokeReleased", ReleasedDelay); + } + else + { + ButtonReleased.Invoke(); + } + } + + protected virtual void InvokeReleased() + { + if (ButtonReleased != null) + { + ButtonReleased.Invoke(); + } + } + + /// + /// Triggers the bound pointer pressed action + /// + public virtual void OnPointerPressed() + { + CurrentState = ButtonStates.ButtonPressed; + if (ButtonPressed != null) + { + ButtonPressed.Invoke(); + } + } + + /// + /// Resets the button's state and opacity + /// + protected virtual void ResetButton() + { + SetOpacity(_initialOpacity); + CurrentState = ButtonStates.Off; + } + + /// + /// Triggers the bound pointer enter action when touch enters zone + /// + public virtual void OnPointerEnter(PointerEventData data) + { + if (!MouseMode) + { + OnPointerDown (data); + } + } + + /// + /// Triggers the bound pointer exit action when touch is out of zone + /// + public virtual void OnPointerExit(PointerEventData data) + { + if (!MouseMode) + { + OnPointerUp(data); + } + } + /// + /// OnEnable, we reset our button state + /// + protected virtual void OnEnable() + { + ResetButton(); + } + + public virtual void DisableButton() + { + CurrentState = ButtonStates.Disabled; + } + + public virtual void EnableButton() + { + if (CurrentState == ButtonStates.Disabled) + { + CurrentState = ButtonStates.Off; + } + } + + protected virtual void SetOpacity(float newOpacity) + { + if (_canvasGroup!=null) + { + _canvasGroup.alpha = newOpacity; + } + } + + protected virtual void UpdateAnimatorStates () + { + if (_animator == null) + { + return; + } + if (DisabledAnimationParameterName != null) + { + _animator.SetBool (DisabledAnimationParameterName, (CurrentState == ButtonStates.Disabled)); + } + if (PressedAnimationParameterName != null) + { + _animator.SetBool (PressedAnimationParameterName, (CurrentState == ButtonStates.ButtonPressed)); + } + if (IdleAnimationParameterName != null) + { + _animator.SetBool (IdleAnimationParameterName, (CurrentState == ButtonStates.Off)); + } + } + + public virtual void OnSubmit(BaseEventData eventData) + { + if (ButtonPressedFirstTime!=null) + { + ButtonPressedFirstTime.Invoke(); + } + if (ButtonReleased!=null) + { + ButtonReleased.Invoke (); + } + } + + protected virtual float Remap(float x, float A, float B, float C, float D) + { + float remappedValue = C + (x - A) / (B - A) * (D - C); + return remappedValue; + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta new file mode 100644 index 0000000..0b49333 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMTouchButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 98d97271f03727a4f93fa3baff1ea05f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs new file mode 100644 index 0000000..794e1a7 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace MoreMountains.NiceVibrations +{ + public class MMUIShaker : MonoBehaviour + { + public float Intensity; + public float Sharpness; + public bool Shaking = false; + + protected Vector3 _initialPosition; + protected Vector3 _shakePosition; + protected RectTransform _rectTransform; + + protected virtual void Start() + { + _rectTransform = this.gameObject.GetComponent(); + _initialPosition = _rectTransform.localPosition; + } + + public virtual IEnumerator Shake(float duration) + { + Shaking = true; + yield return new WaitForSeconds(duration); + Shaking = false; + } + + protected virtual void Update() + { + if (!Shaking) + { + _rectTransform.localPosition = _initialPosition; + return; + } + else + { + _shakePosition.x = Mathf.PerlinNoise(-(Time.time) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _shakePosition.y = Mathf.PerlinNoise(-(Time.time + 0.25f) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _shakePosition.z = Mathf.PerlinNoise(-(Time.time + 0.5f) * Sharpness, Time.time * Sharpness) * Intensity - Intensity / 2f; + _rectTransform.localPosition = _initialPosition + _shakePosition; + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta new file mode 100644 index 0000000..6730be0 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/MMUIShaker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 109aed369f1d8af47948f3f6aafbdbdc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs new file mode 100644 index 0000000..28d06c8 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class Pagination : MonoBehaviour + { + public GameObject PaginationDotPrefab; + public Color ActiveColor; + public Color InactiveColor; + protected List _images; + + public virtual void InitializePagination(int numberOfPages) + { + _images = new List(); + for (int i = 0; i < numberOfPages; i++) + { + GameObject dotPrefab = Instantiate(PaginationDotPrefab); + dotPrefab.transform.SetParent(this.transform); + dotPrefab.name = "PaginationDot" + i; + _images.Add(dotPrefab.GetComponent()); + } + foreach(Image image in _images) + { + image.color = InactiveColor; + image.rectTransform.localScale = Vector3.one; + image.rectTransform.localPosition = Vector3.zero; + image.SetNativeSize(); + } + } + + public virtual void SetCurrentPage(int numberOfPages, int currentPage) + { + for (int i = 0; i < numberOfPages; i++) + { + if (i == currentPage) + { + _images[i].color = ActiveColor; + } + else + { + _images[i].color = InactiveColor; + } + } + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta new file mode 100644 index 0000000..e872158 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/UI/Pagination.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7719238c9686c2645a6b5a89cba3de35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs new file mode 100644 index 0000000..4bd45e4 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs @@ -0,0 +1,163 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class V2DemoManager : MonoBehaviour + { + public List Pages; + public int CurrentPage = 0; + public float PageTransitionDuration = 1f; + public AnimationCurve TransitionCurve; + public Color ActiveColor; + public Color InactiveColor; + public bool SoundActive = true; + + protected Vector3 _position; + protected List _paginations; + protected Coroutine _transitionCoroutine; + + + protected virtual void Start() + { + Initialization(); + } + + protected virtual void Initialization() + { + Application.targetFrameRate = 60; + _paginations = new List(); + foreach (RectTransform page in Pages) + { + _paginations.Add(page.GetComponentInChildren()); + page.gameObject.SetActive(false); + } + foreach(Pagination pagination in _paginations) + { + pagination.InitializePagination(Pages.Count); + pagination.ActiveColor = ActiveColor; + pagination.InactiveColor = InactiveColor; + pagination.SetCurrentPage(Pages.Count, 0); + } + Pages[0].gameObject.SetActive(true); + if (SoundActive) + { + AudioListener.volume = 1f; + SoundActive = true; + } + else + { + AudioListener.volume = 0f; + SoundActive = false; + } + + // uncomment this to add debug logs + // MMVibrationManager.SetDebugMode(true); + } + + public virtual void PreviousPage() + { + if (CurrentPage > 0) + { + CurrentPage--; + Transition(CurrentPage + 1, CurrentPage, false); + SetCurrentPage(); + } + } + + public virtual void NextPage() + { + if (CurrentPage < Pages.Count-1) + { + CurrentPage++; + Transition(CurrentPage - 1, CurrentPage, true); + SetCurrentPage(); + } + } + + protected virtual void SetCurrentPage() + { + foreach (Pagination pagination in _paginations) + { + pagination.SetCurrentPage(Pages.Count, CurrentPage); + } + } + + protected virtual void Transition(int previous, int next, bool goingRight) + { + MMVibrationManager.StopAllHaptics(true); + + if (_transitionCoroutine != null) + { + StopCoroutine(_transitionCoroutine); + } + _transitionCoroutine = StartCoroutine(TransitionCoroutine(previous, next, goingRight)); + } + + protected virtual IEnumerator TransitionCoroutine(int previous, int next, bool goingRight) + { + _position.y = Pages[previous].localPosition.y; + _position.z = Pages[previous].localPosition.z; + + foreach (RectTransform page in Pages) + { + _position.x = 1200f; + page.localPosition = _position; + } + + Pages[next].gameObject.SetActive(true); + + float timeSpent = 0f; + while (timeSpent < PageTransitionDuration) + { + if (goingRight) + { + _position.x = Mathf.Lerp(0f, -1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[previous].localPosition = _position; + _position.x = Mathf.Lerp(1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[next].localPosition = _position; + } + else + { + _position.x = Mathf.Lerp(0f, 1200f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[previous].localPosition = _position; + _position.x = Mathf.Lerp(-1200f, 0f, TransitionCurve.Evaluate(NiceVibrationsDemoHelpers.Remap(timeSpent, 0f, PageTransitionDuration, 0f, 1f))); + Pages[next].localPosition = _position; + } + + timeSpent += Time.deltaTime; + yield return null; + } + + Pages[previous].gameObject.SetActive(false); + } + + public virtual void TurnHapticsOn() + { + MMVibrationManager.SetHapticsActive(true); + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + } + + public virtual void TurnHapticsOff() + { + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + MMVibrationManager.SetHapticsActive(false); + } + + public virtual void TurnSoundsOn() + { + AudioListener.volume = 1f; + SoundActive = true; + MMVibrationManager.Haptic(HapticTypes.Success, false, true, this); + } + + public virtual void TurnSoundsOff() + { + AudioListener.volume = 0f; + SoundActive = false; + MMVibrationManager.Haptic(HapticTypes.Warning, false, true, this); + } + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta new file mode 100644 index 0000000..88d35ad --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/V2DemoManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 10365fb504697425a880c74cc63902ec +timeCreated: 1515035236 +licenseType: Store +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs new file mode 100644 index 0000000..94076d2 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + [RequireComponent(typeof(Text))] + public class VersionNumber : MonoBehaviour + { + public string Version = "v3.3"; + + protected Text _text; + + protected virtual void Awake() + { + _text = this.gameObject.GetComponent(); + } + + protected virtual void Start() + { + _text.text = Version; + + if (MMVibrationManager.iOS()) + { + _text.text += " iOS " + MMVibrationManager.iOSVersion.ToString(); + } + + if (MMVibrationManager.Android()) + { + _text.text += " Android " + MMNVAndroid.AndroidSDKVersion().ToString(); + } + } + + } +} diff --git a/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta new file mode 100644 index 0000000..b281bde --- /dev/null +++ b/Assets/NiceVibrations/Demos/_Common/Scripts/VersionNumber.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 61c0f36737ce72e4282216983bcc84d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_OLD.meta b/Assets/NiceVibrations/Demos/_OLD.meta new file mode 100644 index 0000000..e0f688e --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7b7b5d6818ac14c1d9b706dd8c84f15b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo.meta b/Assets/NiceVibrations/Demos/_OLD/v1Demo.meta new file mode 100644 index 0000000..8583a9f --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD/v1Demo.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 31f749edbe16642329867ba0665ffb22 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta new file mode 100644 index 0000000..7f8a949 --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7f8635ba1ad954f5e9a6ace4895e1dbd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs new file mode 100644 index 0000000..5f34fbb --- /dev/null +++ b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs @@ -0,0 +1,144 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace MoreMountains.NiceVibrations +{ + public class NiceVibrationsDemoManager : MonoBehaviour + { + /// a text object in the demo scene in which debug information will be displayed + public Text DebugTextBox; + + protected string _debugString; + protected string _platformString; + protected const string _CURRENTVERSION = "1.7"; + + /// + /// On Awake, we initialize our iOS haptics. + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void Awake() + { + MMNViOS.iOSInitializeHaptics(); + } + + /// + /// On Start, we display our debug information + /// + protected virtual void Start() + { + DisplayInformation(); + } + + /// + /// Displays the debug information (API version on Android, iOS sdk version, and error message otherwise) + /// + protected virtual void DisplayInformation() + { + if (MMVibrationManager.Android()) + { + _platformString = "API version " + MMNVAndroid.AndroidSDKVersion().ToString(); + } + else if (MMVibrationManager.iOS()) + { + _platformString = "iOS " + MMNViOS.iOSSDKVersion(); + } + else + { + _platformString = Application.platform + ", not supported by Nice Vibrations for now."; + } + + DebugTextBox.text = "Platform : " + _platformString + "\n Nice Vibrations v" + _CURRENTVERSION; + } + + /// + /// On Disable, we release our iOS haptics (to save memory and avoid garbage). + /// Of course, this only needs to be done when on iOS, or targeting iOS. + /// A test will be done and this method will do nothing if running on anything else + /// + protected virtual void OnDisable() + { + MMNViOS.iOSReleaseHaptics(); + } + + /// + /// The following methods are bound (via the inspector) to buttons in the demo scene, and will call the corresponding vibration methods + /// + + /// + /// Triggers the default Unity vibration, without any control over duration, pattern or amplitude + /// + public virtual void TriggerDefault() + { +#if UNITY_IOS || UNITY_ANDROID + Handheld.Vibrate (); +#endif + } + + /// + /// Triggers the default Vibrate method, which will result in a medium vibration on Android and a medium impact on iOS + /// + public virtual void TriggerVibrate() + { + MMVibrationManager.Vibrate(); + } + + /// + /// Triggers the selection haptic feedback, a light vibration on Android, and a light impact on iOS + /// + public virtual void TriggerSelection() + { + MMVibrationManager.Haptic(HapticTypes.Selection); + } + + /// + /// Triggers the success haptic feedback, a light then heavy vibration on Android, and a success impact on iOS + /// + public virtual void TriggerSuccess() + { + MMVibrationManager.Haptic(HapticTypes.Success); + } + + /// + /// Triggers the warning haptic feedback, a heavy then medium vibration on Android, and a warning impact on iOS + /// + public virtual void TriggerWarning() + { + MMVibrationManager.Haptic(HapticTypes.Warning); + } + + /// + /// Triggers the failure haptic feedback, a medium / heavy / heavy / light vibration pattern on Android, and a failure impact on iOS + /// + public virtual void TriggerFailure() + { + MMVibrationManager.Haptic(HapticTypes.Failure); + } + + /// + /// Triggers a light impact on iOS and a short and light vibration on Android. + /// + public virtual void TriggerLightImpact() + { + MMVibrationManager.Haptic(HapticTypes.LightImpact); + } + + /// + /// Triggers a medium impact on iOS and a medium and regular vibration on Android. + /// + public virtual void TriggerMediumImpact() + { + MMVibrationManager.Haptic(HapticTypes.MediumImpact); + } + + /// + /// Triggers a heavy impact on iOS and a long and heavy vibration on Android. + /// + public virtual void TriggerHeavyImpact() + { + MMVibrationManager.Haptic(HapticTypes.HeavyImpact); + } + } +} \ No newline at end of file diff --git a/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs.meta b/Assets/NiceVibrations/Demos/_OLD/v1Demo/Scripts/NiceVibrationsDemoManager.cs.meta new file mode 100644 index 0000000..590db13 --- /dev/null +++ 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All rights reserved. +// + +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +[DisallowMultipleComponent] + +public class Outline : MonoBehaviour { + private static HashSet registeredMeshes = new HashSet(); + + public enum Mode { + OutlineAll, + OutlineVisible, + OutlineHidden, + OutlineAndSilhouette, + SilhouetteOnly + } + + public Mode OutlineMode { + get { return outlineMode; } + set { + outlineMode = value; + needsUpdate = true; + } + } + + public Color OutlineColor { + get { return outlineColor; } + set { + outlineColor = value; + needsUpdate = true; + } + } + + public float OutlineWidth { + get { return outlineWidth; } + set { + outlineWidth = value; + needsUpdate = true; + } + } + + [Serializable] + private class ListVector3 { + public List data; + } + + [SerializeField] + private Mode outlineMode; + + [SerializeField] + private Color outlineColor = Color.white; + + [SerializeField, Range(0f, 10f)] + private float outlineWidth = 2f; + + [Header("Optional")] + + [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. " + + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")] + private bool precomputeOutline; + + [SerializeField, HideInInspector] + private List bakeKeys = new List(); + + [SerializeField, HideInInspector] + private List bakeValues = new List(); + + private Renderer[] renderers; + private Material outlineMaskMaterial; + private Material outlineFillMaterial; + + private bool needsUpdate; + + void Awake() { + + // Cache renderers + renderers = GetComponentsInChildren(); + + // Instantiate outline materials + outlineMaskMaterial = Instantiate(Resources.Load(@"Materials/OutlineMask")); + outlineFillMaterial = Instantiate(Resources.Load(@"Materials/OutlineFill")); + + outlineMaskMaterial.name = "OutlineMask (Instance)"; + outlineFillMaterial.name = "OutlineFill (Instance)"; + + // Retrieve or generate smooth normals + LoadSmoothNormals(); + + // Apply material properties immediately + needsUpdate = true; + } + + void OnEnable() { + foreach (var renderer in renderers) { + + // Append outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Add(outlineMaskMaterial); + materials.Add(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnValidate() { + + // Update material properties + needsUpdate = true; + + // Clear cache when baking is disabled or corrupted + if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) { + bakeKeys.Clear(); + bakeValues.Clear(); + } + + // Generate smooth normals when baking is enabled + if (precomputeOutline && bakeKeys.Count == 0) { + Bake(); + } + } + + void Update() { + if (needsUpdate) { + needsUpdate = false; + + UpdateMaterialProperties(); + } + } + + void OnDisable() { + foreach (var renderer in renderers) { + + // Remove outline shaders + var materials = renderer.sharedMaterials.ToList(); + + materials.Remove(outlineMaskMaterial); + materials.Remove(outlineFillMaterial); + + renderer.materials = materials.ToArray(); + } + } + + void OnDestroy() { + + // Destroy material instances + Destroy(outlineMaskMaterial); + Destroy(outlineFillMaterial); + } + + void Bake() { + + // Generate smooth normals for each mesh + var bakedMeshes = new HashSet(); + + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip duplicates + if (!bakedMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Serialize smooth normals + var smoothNormals = SmoothNormals(meshFilter.sharedMesh); + + bakeKeys.Add(meshFilter.sharedMesh); + bakeValues.Add(new ListVector3() { data = smoothNormals }); + } + } + + void LoadSmoothNormals() { + + // Retrieve or generate smooth normals + foreach (var meshFilter in GetComponentsInChildren()) { + + // Skip if smooth normals have already been adopted + if (!registeredMeshes.Add(meshFilter.sharedMesh)) { + continue; + } + + // Retrieve or generate smooth normals + var index = bakeKeys.IndexOf(meshFilter.sharedMesh); + var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh); + + // Store smooth normals in UV3 + meshFilter.sharedMesh.SetUVs(3, smoothNormals); + } + + // Clear UV3 on skinned mesh renderers + foreach (var skinnedMeshRenderer in GetComponentsInChildren()) { + if (registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) { + skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount]; + } + } + } + + List SmoothNormals(Mesh mesh) { + + // Group vertices by location + var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair(vertex, index)).GroupBy(pair => pair.Key); + + // Copy normals to a new list + var smoothNormals = new List(mesh.normals); + + // Average normals for grouped vertices + foreach (var group in groups) { + + // Skip single vertices + if (group.Count() == 1) { + continue; + } + + // Calculate the average normal + var smoothNormal = Vector3.zero; + + foreach (var pair in group) { + smoothNormal += mesh.normals[pair.Value]; + } + + smoothNormal.Normalize(); + + // Assign smooth normal to each vertex + foreach (var pair in group) { + smoothNormals[pair.Value] = smoothNormal; + } + } + + return smoothNormals; + } + + void UpdateMaterialProperties() { + + // Apply properties according to mode + outlineFillMaterial.SetColor("_OutlineColor", outlineColor); + + switch (outlineMode) { + case Mode.OutlineAll: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.OutlineVisible: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); + outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); + break; + + case Mode.OutlineHidden: + outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); + 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{fileID: 1884948397} - {fileID: 963194228} - {fileID: 705507995} - - {fileID: 1127504102} - - {fileID: 320402430} - {fileID: 1078256478} - {fileID: 1661730941} + - {fileID: 210713562} + - {fileID: 1533565298} + - {fileID: 1280418322} + - {fileID: 1456802723} + - {fileID: 171183489} + - {fileID: 537071964} + - {fileID: 490645483} + - {fileID: 243309636} diff --git a/Assets/Scripts/.DS_Store b/Assets/Scripts/.DS_Store new file mode 100644 index 0000000..5a275e1 Binary files /dev/null and b/Assets/Scripts/.DS_Store differ diff --git a/Assets/Scripts/.gitignore b/Assets/Scripts/.gitignore new file mode 100644 index 0000000..efec83d --- /dev/null +++ b/Assets/Scripts/.gitignore @@ -0,0 +1,74 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore +# +.utmp/ +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Recordings can get excessive in size +/[Rr]ecordings/ + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.aab +*.unitypackage +*.unitypackage.meta +*.app + +# Crashlytics generated file +crashlytics-build.properties + +# Packed Addressables +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Temporary auto-generated Android Assets +/[Aa]ssets/[Ss]treamingAssets/aa.meta +/[Aa]ssets/[Ss]treamingAssets/aa/* diff --git a/Assets/Scripts/FireBase.meta b/Assets/Scripts/FireBase.meta new file mode 100644 index 0000000..0032141 --- /dev/null +++ b/Assets/Scripts/FireBase.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9a38589d7b6c34ffcb61058836294df3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireBase/FireBaseManager.cs b/Assets/Scripts/FireBase/FireBaseManager.cs new file mode 100644 index 0000000..e71a777 --- /dev/null +++ b/Assets/Scripts/FireBase/FireBaseManager.cs @@ -0,0 +1,164 @@ +//using System; +//using System.Collections.Generic; +//using System.Linq; +//using Firebase.Extensions; +//using Firebase.Firestore; +//using UnityEngine; +//using UnityEngine.SceneManagement; + +///********************************************************************************************** +// * ScriptName: FireBaseManager +// * Purpose: This script is used for Record the User prefab's positions, rotations, +// * the GripPoint prefab's rotation, and the head prefab's rotation data for TrajectoryReplay function. +// * Request: +// * 1. Create the empty object in Hierarchy named "Firebase manager," and attatch this script, +// * this is for standardize. +// * 2. If you want the replay to become smooth, increase the value of SamplingRateHz in Hierarchy +// * +// * 3. In order to use firebase function, import firebase_unity_skd/dotnet4/FirebaseFirestore.unitypackage +// * Developer: MRCane team +// * Last changed time: Wed July 27th 2022 +// **********************************************************************************************/ + + + +//public class FireBaseManager : MonoBehaviour +//{ +// //---------------- General Variable ----------------// +// float timer; // Save the local time value, when positions and rotations' data have been collected. +// int key; // Data ID in firebase database +// string date; // Save local date value +// string UserName = "Temporary"; +// Vector3 lastpos; // keep the value of user's last position +// Quaternion lastrot; // keep the value of user's last rotation +// public int SamplingRateHz = 20; // +// Dictionary trajectoryData; // +// GameObject User; // +// GameObject GripPoint; // Three Gameobject that need to be tracked +// GameObject Head; // +// //---------------- Firebase Component ----------------// +// FirebaseFirestore db; + + +// // Start is called before the first frame update +// void Start() +// { +// //---------------- Add reference ----------------// +// trajectoryData = new Dictionary(); +// User = GameObject.Find("User"); +// GripPoint = GameObject.Find("User/GripPoint"); +// Head = GameObject.Find("User/Head"); +// db = FirebaseFirestore.DefaultInstance; + +// //---------------- Initialize variable ----------------// +// date = System.DateTime.Now.ToString("yyyy_MM_dd-H:mm:ss"); //For DocumentID +// key = 0; //For data ID +// timer = 0f; +// Debug.Log("SamplingRateHz: " + SamplingRateHz); +// InvokeRepeating("logTrajectory", 1f, 1f / SamplingRateHz); + +// db = FirebaseFirestore.DefaultInstance; + +// SceneManager.sceneUnloaded += uploadDataOnLeftScene; + +// InvokeRepeating("UploadRecordedTrajectory", 15f, 120f); +// } + +// // Update is called once per frame +// void Update() +// { +// timer += Time.deltaTime; +// } + +// public void setUserName(string UserName) +// { +// if (UserName == "") +// this.UserName = "Temporary"; +// else +// this.UserName = UserName; +// } + + +// /// +// /// Save all user's positions, rotations, GripPoint's rotations, and head's rotations to the array. +// /// Once the current scene is destroyed(left or quit the application) the array will upload to the Firebase +// /// +// void logTrajectory() +// { +// if (User.transform.position == lastpos && User.transform.rotation == lastrot) +// return; + +// string logLine = System.Math.Round(timer, 2) + ", " + +// System.Math.Round(User.transform.position.x, 3) + ", " + +// System.Math.Round(User.transform.position.y, 3) + ", " + +// System.Math.Round(User.transform.position.z, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(User.transform.rotation.eulerAngles.z, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(GripPoint.transform.rotation.eulerAngles.z, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.x, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.y, 3) + ", " + +// System.Math.Round(Head.transform.rotation.eulerAngles.z, 3); +// trajectoryData.Add(key.ToString("000000000"), logLine); +// key++; +// lastpos = User.transform.position; +// lastrot = GripPoint.transform.rotation; +// Debug.Log("Userposition: " + User.transform.position); +// Debug.Log("Userrotation: " + User.transform.rotation); +// Debug.Log("Record! logTrajectory"); +// Debug.Log("trajectoryData1: " + trajectoryData.Count); +// } + +// /// +// /// upload data to the Firestore database. +// /// Notice: The speed of uploading data to the Firestore database has limits, one request per second. +// /// If Deal with large data, better save them into data structures and upload together + +// /// +// /// +// /// +// /// +// public void uploadData(Dictionary data, string collection, string doc) +// { +// DocumentReference docRef = db.Collection(collection).Document(doc); + +// docRef.SetAsync(data).ContinueWithOnMainThread(task => +// { +// Debug.Log("Added trajectory data to the document in the collection."); +// }); +// } + +// /// +// /// If the application is quit, upload all the data saved on the array to the Firestore database. +// /// +// private void OnApplicationQuit() +// { +// UploadRecordedTrajectory(); +// } + +// /// +// /// Upload data +// /// +// public void UploadRecordedTrajectory() +// { +// Scene scene = SceneManager.GetActiveScene(); +// if (scene.name == "FormalExperiment" || scene.name == "ScavengerHunt") +// { +// uploadData(trajectoryData, "DataRecording", UserName + "-" + scene.name + "-" + date); +// string DocumentID = UserName + "-" + date; +// Debug.Log(DocumentID); +// } +// } + +// /// +// /// If users leave the current scene, upload all the data saved on the array to the Firestore database. +// /// +// void uploadDataOnLeftScene(Scene scene) +// { +// UploadRecordedTrajectory(); +// Debug.Log("trajectoryData2: " + trajectoryData.Count); +// } + +//} diff --git a/Assets/Scripts/FireBase/FireBaseManager.cs.meta b/Assets/Scripts/FireBase/FireBaseManager.cs.meta new file mode 100644 index 0000000..7406910 --- /dev/null +++ b/Assets/Scripts/FireBase/FireBaseManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 189f23b621b614485b156b2051c3223a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireBase/TrajectoryReplay.cs b/Assets/Scripts/FireBase/TrajectoryReplay.cs new file mode 100644 index 0000000..d0ed1b5 --- /dev/null +++ b/Assets/Scripts/FireBase/TrajectoryReplay.cs @@ -0,0 +1,191 @@ +//using System.Collections; +//using System.Collections.Generic; +//using UnityEngine; +//using Firebase.Firestore; +//using System.Threading.Tasks; +//using System.Linq; +//using System.Threading; + +///********************************************************************************************** +// * ScriptName: TrajectoryReplay +// * Purpose: This script is used for replaying the scene activities based on the data saved in the firebase database. +// * Request: +// * 1. Change the value of Document ID in Hierarchy, the value should be same as Document ID in the firebase database +// * Developer: MRCane team +// * Last changed time: Wed July 27th 2022 +// **********************************************************************************************/ + + +//public class TrajectoryReplay : MonoBehaviour +//{ + +// //---------------- General Variable ----------------// +// [SerializeField] +// string documentId; +// float time; // keep the local time, in order to compare with the time saved in +// bool startTimer; // The flag for time counter start +// GameObject User; // +// GameObject GripPoint; // Three Gameobject that need to be tracked +// GameObject Head; // +// protected string collectionPath = "DataRecording"; //name of the collection container that documents get stored into +// bool operationInProgress; + +// //---------------- Firebase Component ----------------// +// FirebaseFirestore db; + +// //---------------- Thread related Component ----------------// +// Task previousTask; +// CancellationTokenSource cancellationTokenSource; + + +// /// +// /// Get CollectionID +// /// +// /// +// private CollectionReference GetCollectionReference() +// { +// return db.Collection(collectionPath); +// } + +// /// +// /// Get DocumentID +// /// +// /// +// private DocumentReference GetDocumentReference() +// { +// return GetCollectionReference().Document(documentId); +// } + +// private void Start() +// { +// //---------------- Add reference ----------------// +// db = FirebaseFirestore.DefaultInstance; +// Head = GameObject.Find("User/Head"); +// User = GameObject.Find("User"); +// GripPoint = GameObject.Find("User/GripPoint"); +// cancellationTokenSource = new CancellationTokenSource(); +// time = 0f; +// startTimer = false; + +// //---------------- Start Replay Function ----------------// +// StartCoroutine(ReadDoc(GetDocumentReference())); +// } + +// private void Update() +// { +// if (startTimer) +// { +// time += Time.deltaTime; +// } +// } + +// /// +// /// Get all the data from firestore database and save in the array, then change positions and rotations one by one. +// /// +// /// +// /// +// protected IEnumerator ReadDoc(DocumentReference doc) +// { +// Task getTask = doc.GetSnapshotAsync(); + +// yield return new WaitForTaskCompletion(this, getTask); + +// if (!(getTask.IsFaulted || getTask.IsCanceled)) +// { +// // Gets a snapshot of the Firestore database at the time this is called (start) + +// DocumentSnapshot snap = getTask.Result; + +// // converts snapshot to dictionary of + +// IDictionary resultData = snap.ToDictionary(); + +// // converts dictionary to dictionary + +// Dictionary dString = resultData.ToDictionary(k => k.Key, k => k.Value.ToString()); + +// SortedDictionary SortedDic = new SortedDictionary(dString); + +// yield return new WaitForSeconds(3); + +// if (!startTimer) +// startTimer = true; + +// Debug.Log("Data read from Firebase"); + + + + +// foreach (KeyValuePair pair in SortedDic) +// { +// if (pair.Key != "-1: Placed Map Transform") +// { +// string[] sAr = pair.Value.Split(','); +// Vector3 nextpos = new Vector3( +// float.Parse(sAr[1]), +// float.Parse(sAr[2]), +// float.Parse(sAr[3])); +// yield return new WaitUntil(() => time >= float.Parse(sAr[0])); + +// Debug.Log("time: " + float.Parse(sAr[0])); + +// User.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[4]), +// float.Parse(sAr[5]), +// float.Parse(sAr[6])); + +// GripPoint.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[7]), +// float.Parse(sAr[8]), +// float.Parse(sAr[9])); + +// Head.transform.rotation = Quaternion.Euler( +// float.Parse(sAr[10]), +// float.Parse(sAr[11]), +// float.Parse(sAr[12])); + +// User.transform.position = nextpos; +// } +// } +// } +// } + +// /// +// /// implement custom yield instructions to suspend coroutine execution until an event happens +// /// +// class WaitForTaskCompletion : CustomYieldInstruction +// { +// Task task; +// TrajectoryReplay dbReader; +// protected CancellationTokenSource cancellationTokenSource = new CancellationTokenSource(); + +// // Create an enumerator that waits for the specified task to complete. +// public WaitForTaskCompletion(TrajectoryReplay dbReader, Task task) +// { +// dbReader.previousTask = task; +// dbReader.operationInProgress = true; +// this.dbReader = dbReader; +// this.task = task; +// } + +// // Wait for the task to complete. +// public override bool keepWaiting +// { +// get +// { +// if (task.IsCompleted) +// { +// dbReader.operationInProgress = false; +// dbReader.cancellationTokenSource = new CancellationTokenSource(); +// if (task.IsFaulted) +// { +// string s = task.Exception.ToString(); +// Debug.Log(s); +// } +// return false; +// } +// return true; +// } +// } +// } +//} diff --git a/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta b/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta new file mode 100644 index 0000000..1258de5 --- /dev/null +++ b/Assets/Scripts/FireBase/TrajectoryReplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 58ffb5852dfca485b911d1c560f3ffa4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FolderIconGenerator.cs b/Assets/Scripts/FolderIconGenerator.cs new file mode 100644 index 0000000..e6ed6fd --- /dev/null +++ b/Assets/Scripts/FolderIconGenerator.cs @@ -0,0 +1,437 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Collections.Generic; + +public class FolderIconGenerator : EditorWindow +{ + private IconGenerator iconGenerator; + private string prefabFolderPath = "Assets/Prefabs"; + private bool includeSubfolders = true; + private bool overwriteExisting = false; + private GameObject testPrefab; + private bool showTestObject = true; + private float testDuration = 3.0f; + private bool isTestingIcon = false; + private GameObject testInstance; + private float testStartTime; + + // Track instantiated objects for cleanup + private List instantiatedObjects = new List(); + + [MenuItem("Tools/Folder Icon Generator")] + public static void ShowWindow() + { + GetWindow("Folder Icon Generator"); + } + + private void OnGUI() + { + EditorGUILayout.LabelField("Folder Icon Generator", EditorStyles.boldLabel); + EditorGUILayout.Space(); + + iconGenerator = (IconGenerator)EditorGUILayout.ObjectField("Icon Generator", iconGenerator, typeof(IconGenerator), true); + + // Test Icon Generation Section + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Test Icon Generation", EditorStyles.boldLabel); + + testPrefab = (GameObject)EditorGUILayout.ObjectField("Test Prefab", testPrefab, typeof(GameObject), false); + showTestObject = EditorGUILayout.Toggle("Show Test Object", showTestObject); + testDuration = EditorGUILayout.Slider("Preview Duration (seconds)", testDuration, 1f, 10f); + + EditorGUI.BeginDisabledGroup(isTestingIcon || testPrefab == null || iconGenerator == null); + if (GUILayout.Button("Test Generate Icon")) + { + TestGenerateIcon(); + } + EditorGUI.EndDisabledGroup(); + + if (isTestingIcon) + { + EditorGUILayout.HelpBox("Testing in progress... Object will be visible for " + + (testDuration - (Time.realtimeSinceStartup - testStartTime)).ToString("F1") + " seconds.", + MessageType.Info); + } + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Folder Settings", EditorStyles.boldLabel); + + prefabFolderPath = EditorGUILayout.TextField("Prefabs Folder Path", prefabFolderPath); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Browse...")) + { + string path = EditorUtility.OpenFolderPanel("Select Prefabs Folder", "Assets", ""); + if (path.StartsWith(Application.dataPath)) + { + prefabFolderPath = "Assets" + path.Substring(Application.dataPath.Length); + } + } + EditorGUILayout.EndHorizontal(); + + includeSubfolders = EditorGUILayout.Toggle("Include Subfolders", includeSubfolders); + overwriteExisting = EditorGUILayout.Toggle("Overwrite Existing Icons", overwriteExisting); + + EditorGUILayout.Space(); + + EditorGUI.BeginDisabledGroup(isTestingIcon); + if (GUILayout.Button("Generate Icons for All Prefabs") && iconGenerator != null) + { + GenerateIconsForFolder(); + } + + // Add a cleanup button + if (GUILayout.Button("Force Cleanup All Objects")) + { + CleanupAllObjects(); + } + EditorGUI.EndDisabledGroup(); + + // If test is ongoing, force repaint to update the timer + if (isTestingIcon) + { + Repaint(); + + // Check if time's up for the test + if (Time.realtimeSinceStartup - testStartTime > testDuration) + { + FinishIconTest(); + } + } + } + + private void TestGenerateIcon() + { + if (testPrefab == null || iconGenerator == null) + { + EditorUtility.DisplayDialog("Error", "Please assign both a Test Prefab and Icon Generator", "OK"); + return; + } + + // Clean up any previous test + if (testInstance != null) + { + DestroyImmediate(testInstance); + } + + Debug.Log("=== STARTING ICON GENERATION TEST ==="); + Debug.Log($"Test prefab: {testPrefab.name}"); + + // Create directory if it doesn't exist + string savePath = "Assets/Resources/Icons/"; + if (!Directory.Exists(savePath)) + { + Debug.Log($"Creating directory: {savePath}"); + Directory.CreateDirectory(savePath); + AssetDatabase.Refresh(); + } + + // Instantiate object at the item position + Transform itemPosition = iconGenerator.transform.Find("ItemPosition"); + if (itemPosition == null) + { + // Try to find a child with ItemPosition in the name + foreach (Transform child in iconGenerator.transform) + { + if (child.name.Contains("ItemPosition")) + { + itemPosition = child; + break; + } + } + + // If still null, use the IconGenerator's position + if (itemPosition == null) + { + Debug.LogWarning("ItemPosition not found, using IconGenerator's position"); + itemPosition = iconGenerator.transform; + } + } + + // Instantiate the prefab + testInstance = Instantiate(testPrefab, itemPosition.position, itemPosition.rotation); + testInstance.name = testPrefab.name + " (Test Instance)"; + Debug.Log($"Instantiated test object at {itemPosition.position}"); + + // Make visuals of everything + iconGenerator.gameObject.SetActive(true); + + // Find camera and make it visible in scene view by selecting it + Camera iconCamera = iconGenerator.GetComponent(); + if (iconCamera == null) + { + iconCamera = iconGenerator.GetComponentInChildren(); + } + + if (iconCamera != null) + { + Selection.activeGameObject = iconCamera.gameObject; + Debug.Log($"Selected icon camera: {iconCamera.name}"); + + // Position camera for object + Renderer[] renderers = testInstance.GetComponentsInChildren(); + if (renderers.Length > 0) + { + Bounds bounds = renderers[0].bounds; + foreach (Renderer renderer in renderers) + { + bounds.Encapsulate(renderer.bounds); + } + + float objectSize = bounds.size.magnitude; + float distance = objectSize * 1.5f; // Similar to what IconGenerator uses + + Debug.Log($"Object bounds center: {bounds.center}, size: {bounds.size}, magnitude: {objectSize}"); + Debug.Log($"Positioning camera at distance: {distance}"); + + // Show a line in scene view from camera to object + Debug.DrawLine(iconCamera.transform.position, bounds.center, Color.red, testDuration); + + // Position camera to look at object + iconCamera.transform.position = bounds.center - iconCamera.transform.forward * distance; + iconCamera.transform.LookAt(bounds.center); + + Debug.Log($"Camera positioned at: {iconCamera.transform.position}, looking at: {bounds.center}"); + } + else + { + Debug.LogWarning("No renderers found on test object"); + } + } + else + { + Debug.LogWarning("Icon camera not found"); + } + + // Start timer for cleanup + isTestingIcon = true; + testStartTime = Time.realtimeSinceStartup; + + // If not showing the test object, generate icon immediately + if (!showTestObject) + { + GenerateTestIcon(); + } + else + { + Debug.Log("Showing test object for preview. Icon will be generated after timer ends."); + EditorUtility.DisplayDialog("Test in Progress", + $"Test object '{testPrefab.name}' has been instantiated and will be visible for {testDuration} seconds.\n\n" + + "The camera has been selected in the hierarchy.\n\n" + + "Check the Scene view to see how the camera is positioned relative to the object.", "OK"); + } + } + + private void GenerateTestIcon() + { + if (testInstance != null && iconGenerator != null) + { + Debug.Log("Generating test icon now..."); + + try + { + // Generate icon using the real instance (instead of re-instantiating) + Sprite iconSprite = iconGenerator.GenerateIcon(testPrefab); + + // Save to file + string savePath = "Assets/Resources/Icons/"; + string iconPath = savePath + testPrefab.name + "_Icon.png"; + + // Get texture from sprite + Texture2D iconTexture = new Texture2D((int)iconSprite.rect.width, (int)iconSprite.rect.height, TextureFormat.RGBA32, false); + Color[] pixels = iconSprite.texture.GetPixels( + (int)iconSprite.rect.x, + (int)iconSprite.rect.y, + (int)iconSprite.rect.width, + (int)iconSprite.rect.height + ); + iconTexture.SetPixels(pixels); + iconTexture.Apply(); + + // Save as PNG + byte[] bytes = iconTexture.EncodeToPNG(); + File.WriteAllBytes(iconPath, bytes); + + AssetDatabase.Refresh(); + Debug.Log("Test icon saved to: " + iconPath); + + // Set texture import settings + TextureImporter importer = AssetImporter.GetAtPath(iconPath) as TextureImporter; + if (importer != null) + { + importer.textureType = TextureImporterType.Sprite; + importer.spriteImportMode = SpriteImportMode.Single; + importer.alphaIsTransparency = true; + importer.SaveAndReimport(); + } + + // Ping the generated icon in the project window + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(iconPath)); + + EditorUtility.DisplayDialog("Test Complete", + $"Icon for '{testPrefab.name}' has been generated and saved to:\n\n{iconPath}", "OK"); + } + catch (System.Exception e) + { + Debug.LogError($"Error generating test icon: {e.Message}\n{e.StackTrace}"); + EditorUtility.DisplayDialog("Error", $"Failed to generate test icon: {e.Message}", "OK"); + } + } + } + + private void FinishIconTest() + { + if (isTestingIcon) + { + if (showTestObject) + { + // Now generate the icon + GenerateTestIcon(); + } + + // Clean up + if (testInstance != null) + { + DestroyImmediate(testInstance); + testInstance = null; + } + + isTestingIcon = false; + Debug.Log("=== ICON GENERATION TEST COMPLETE ==="); + } + } + + private void GenerateIconsForFolder() + { + if (iconGenerator == null) + { + EditorUtility.DisplayDialog("Error", "Please assign an IconGenerator", "OK"); + return; + } + + if (!AssetDatabase.IsValidFolder(prefabFolderPath)) + { + EditorUtility.DisplayDialog("Error", "Invalid folder path", "OK"); + return; + } + + // Get all prefabs in the folder + string[] prefabGuids; + if (includeSubfolders) + { + prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabFolderPath }); + } + else + { + prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabFolderPath }); + // Filter out prefabs in subfolders + List filteredGuids = new List(); + foreach (string guid in prefabGuids) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guid); + string directoryName = Path.GetDirectoryName(assetPath).Replace('\\', '/'); + if (directoryName == prefabFolderPath) + { + filteredGuids.Add(guid); + } + } + prefabGuids = filteredGuids.ToArray(); + } + + if (prefabGuids.Length == 0) + { + EditorUtility.DisplayDialog("Result", "No prefabs found in the selected folder", "OK"); + return; + } + + // Clean up any leftover objects before we start + CleanupAllObjects(); + + int count = 0; + foreach (string guid in prefabGuids) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guid); + GameObject prefab = AssetDatabase.LoadAssetAtPath(assetPath); + + if (prefab == null) + { + Debug.LogWarning($"Failed to load prefab at path: {assetPath}"); + continue; + } + + // Check if icon already exists and if we should skip it + string iconPath = "Assets/Resources/Icons/" + prefab.name + "_Icon.png"; + if (!overwriteExisting && File.Exists(iconPath)) + { + Debug.Log("Skipping existing icon for: " + prefab.name); + continue; + } + + // Generate the icon - let the IconGenerator handle instantiation and destruction + try + { + Debug.Log($"Generating icon for: {prefab.name}"); + iconGenerator.SaveIconToFile(prefab); + count++; + } + catch (System.Exception e) + { + Debug.LogError($"Error generating icon for {prefab.name}: {e.Message}"); + } + + // Update progress bar + EditorUtility.DisplayProgressBar("Generating Icons", + "Processing " + prefab.name, (float)count / prefabGuids.Length); + + // Give Unity time to process the previous operation + EditorApplication.QueuePlayerLoopUpdate(); + System.Threading.Thread.Sleep(100); // Short delay to ensure rendering completes + } + + // Do a final cleanup pass + CleanupAllObjects(); + + EditorUtility.ClearProgressBar(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Complete", "Generated " + count + " icons", "OK"); + } + + // Helper method to force destroy all found objects + private void CleanupAllObjects() + { + // Find all objects with "(Clone)" in their name + GameObject[] allObjects = FindObjectsOfType(); + + foreach (GameObject obj in allObjects) + { + // Check for null before accessing properties + if (obj != null && obj.scene.name != null) + { + // Look for clones which are likely our instantiated prefabs + if (obj.name.Contains("(Clone)") || obj.name.Contains("(Test Instance)")) + { + string objName = obj.name; // Store name before destroying + DestroyImmediate(obj); + Debug.Log("Cleaned up: " + objName); + } + } + } + + // Force update + EditorApplication.QueuePlayerLoopUpdate(); + } + + // Make sure objects are cleaned up if the window is closed + private void OnDestroy() + { + CleanupAllObjects(); + // Make sure to end any ongoing test + if (isTestingIcon) + { + FinishIconTest(); + } + } +} +#endif diff --git a/Assets/Scripts/FolderIconGenerator.cs.meta b/Assets/Scripts/FolderIconGenerator.cs.meta new file mode 100644 index 0000000..6c2c38a --- /dev/null +++ b/Assets/Scripts/FolderIconGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 03b52c512e06e724b8b2d69a93038b01 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General.meta b/Assets/Scripts/General.meta new file mode 100644 index 0000000..5cb73c3 --- /dev/null +++ b/Assets/Scripts/General.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 43c4efa6fab67438aa57335c6b593344 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/LoadedMapBanner.cs b/Assets/Scripts/General/LoadedMapBanner.cs new file mode 100644 index 0000000..1b39558 --- /dev/null +++ b/Assets/Scripts/General/LoadedMapBanner.cs @@ -0,0 +1,77 @@ +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class LoadedMapBanner : MonoBehaviour +{ + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] TextMeshProUGUI bannerText; + [SerializeField] string emptyLabel = "Untitled Map"; + [SerializeField] string prefix = "Loaded: "; + [SerializeField] float refreshInterval = 0.25f; + + [Header("Rename In-Scene")] + [SerializeField] GameObject editButton; + [SerializeField] GameObject renameRow; + [SerializeField] TMP_InputField renameInput; + [SerializeField] Button confirmButton; + + float timer; + string lastShown = null; + + void Start() + { + if (confirmButton != null) + confirmButton.onClick.AddListener(ConfirmRename); + SetEditMode(false); + } + + void Update() + { + timer += Time.unscaledDeltaTime; + if (timer < refreshInterval) return; + timer = 0f; + + string name = firebaseHandler.CurrentMapName; + string display = string.IsNullOrEmpty(name) ? emptyLabel : prefix + name; + if (display == lastShown) return; + + bannerText.text = display; + lastShown = display; + } + + public void BeginRename() + { + if (firebaseHandler.CurrentSlot == 0) + { + bannerText.text = "Load a map first"; + lastShown = null; + return; + } + renameInput.text = firebaseHandler.CurrentMapName; + SetEditMode(true); + renameInput.Select(); + renameInput.ActivateInputField(); + } + + public void ConfirmRename() + { + string newName = renameInput.text.Trim(); + if (!string.IsNullOrEmpty(newName)) + firebaseHandler.RenameCurrentMap(newName); + SetEditMode(false); + lastShown = null; + } + + public void CancelRename() + { + SetEditMode(false); + } + + private void SetEditMode(bool editing) + { + if (bannerText != null) bannerText.gameObject.SetActive(!editing); + if (editButton != null) editButton.SetActive(!editing); + if (renameRow != null) renameRow.SetActive(editing); + } +} diff --git a/Assets/Scripts/General/LoadedMapBanner.cs.meta b/Assets/Scripts/General/LoadedMapBanner.cs.meta new file mode 100644 index 0000000..3bcf646 --- /dev/null +++ b/Assets/Scripts/General/LoadedMapBanner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b629e67943f1b412eafd39314d99ac6f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/ObjectCountHUD.cs b/Assets/Scripts/General/ObjectCountHUD.cs new file mode 100644 index 0000000..c8d0aaf --- /dev/null +++ b/Assets/Scripts/General/ObjectCountHUD.cs @@ -0,0 +1,20 @@ +using TMPro; +using UnityEngine; + +public class ObjectCountHUD : MonoBehaviour +{ + [SerializeField] TextMeshProUGUI countText; + [SerializeField] float refreshInterval = 0.25f; + + float timer; + + void Update() + { + timer += Time.unscaledDeltaTime; + if (timer < refreshInterval) return; + timer = 0f; + + int count = FindObjectsOfType().Length - 1; // Subtract 1 to exclude the object being placed + countText.text = "Objects: " + count; + } +} diff --git a/Assets/Scripts/General/ObjectCountHUD.cs.meta b/Assets/Scripts/General/ObjectCountHUD.cs.meta new file mode 100644 index 0000000..b44c120 --- /dev/null +++ b/Assets/Scripts/General/ObjectCountHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22e1e386cae66407180cc64c4fb8d377 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/SceneInitialGuide.cs b/Assets/Scripts/General/SceneInitialGuide.cs new file mode 100644 index 0000000..85dffc3 --- /dev/null +++ b/Assets/Scripts/General/SceneInitialGuide.cs @@ -0,0 +1,140 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; +using System.Threading.Tasks; + + +public class SceneInitialGuide : MonoBehaviour +{ + bool isRunning = false; // bool variable indicates whether a the "Scene Initial Guide" is running or not + + public bool hasInitialInstruction = false; // variable signify whether this scene has initial instruction session or not + public bool hasInitialNavigation = false; // bool variable indicates whether we have an initial navigation session. We will place it right after finishing the initial instruction session + + InstructionManager instructionManager; // the instruction manager class which provides interactable in-scene instruction + NavigationManager navigationManager; // the navigation manager + + public TextAsset instructionTextFile; // the variable for storing initial instruction text file + public string signForSplit = "
"; // sign for splitting the instruction text + string instructionText = ""; // instruction text (default is empty) + + /* The name of navigation system (GameObject name) + * which is used for initial navigation session + * Why do we ask for this? ===> Because a scene can + * have multiple navigation system for different purpose */ + public string navigationSystemName = "NavigationSystem"; + + public List audiosForInstruction = new(); // A list of AudioClips to play during instruction + public List playAudioAt = new(); // "Play audio at which instruction" ===> a list of integer means the index of instruction ===> the list is used to identify after which instruction (by their index), we play the audioClip + + + // Start is called before the first frame update + void Start() + { + /* Change the initial process running status to TRUE once started the scene + * Because we will run the SceneInitialGuide immediately! */ + isRunning = true; + + /* Begin the initial guide process (you can choose to implement instruction/navigation or both, or none) + * Make it a little bit (e.g., 0.5 sec) later than Start function, so the other things in the scene can + * have enough time to setup. It will prevent causing errors like "NullReferenceException". + */ + Invoke(nameof(StartInitialGuideProcess), 0.5f); + } + + + /// + /// Function kicks off all the initial processes, includes: + /// 1. Initial instruction session + /// 2. Initial navigation session + /// + void StartInitialGuideProcess() + { + /* Call the function to start the initial instruction */ + StartInitInstruction(); + + /* Call an async function to wait until the initial instruction session to finish before starting the initial navigation session */ + AsyncStartInitNavigation(); + } + + + /// + /// Function which is able to start the initial instruction session when entering the scene + /// + /// [Note] + /// For starting the initial instruction session, the developer must select "hasInitialInstruction == true" + /// in Unity Editor, under script "InitialInstructionManager.cs". + /// + /// + void StartInitInstruction() + { + /* If there will be initial instruction as developer stated */ + if (hasInitialInstruction) + { + /* Parse the provided initial instruction text */ + instructionText = UsefulTools.ParseTextAsset(instructionTextFile); + + /* Find the Instruction System object and its manager script from the scene */ + instructionManager = GameObject.Find("InstructionSystem").GetComponent(); + + /* Assign audio instruction related list to variables in instruction system */ + instructionManager.AudiosForInstruction = audiosForInstruction; + instructionManager.PlayAudioAt = playAudioAt; + + /* Start the initial instruciton session */ + instructionManager.StartInstructionSystem(instructionText, signForSplit); + } + } + + + /// + /// Wait the instruction manager to end before starting the initial navigation session + /// + /// [Note] + /// 1.For the initial navigation session to start after finishing the instruction session, the developer + /// must select "FollowedByNavSession = true" in Unity Editor, under script "InitialInstructionManager.cs". + /// + /// 2. If the initial instruction session is never started, and developer selected "FollowedByNavSession = true", + /// the initial navigation session will start right a way after entering the scene + /// + /// + async void AsyncStartInitNavigation() + { + /* Wait for the instruction session to finish running */ + while (hasInitialInstruction && instructionManager.IsRunning) + { + await Task.Yield(); + } + + /* Call the initial navigation tour right after the instruction session if the developer decided to do so */ + if (hasInitialNavigation) + { + /* Find the navigationSystem in the scene and get the manager script */ + navigationManager = GameObject.Find(navigationSystemName).GetComponent(); + + /* Start the navigation system */ + navigationManager.RestartNavSystem(); + } + + /* Wait for the navigation tour to end before updating the "isRunning" boolean variable */ + while (hasInitialNavigation && navigationManager.IsRunning) + { + await Task.Yield(); + } + + isRunning = false; + Debug.Log("Scene Initial Guide ended!"); + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + +} + diff --git a/Assets/Scripts/General/SceneInitialGuide.cs.meta b/Assets/Scripts/General/SceneInitialGuide.cs.meta new file mode 100644 index 0000000..4705280 --- /dev/null +++ b/Assets/Scripts/General/SceneInitialGuide.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0a00f482d2f1b4dc985845ba26545501 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/ScreenOverlayController.cs b/Assets/Scripts/General/ScreenOverlayController.cs new file mode 100644 index 0000000..24d6b1d --- /dev/null +++ b/Assets/Scripts/General/ScreenOverlayController.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + +public class ScreenOverlayController : MonoBehaviour +{ + private bool isOverlayActive = false; + private List camLst = new List(); + + void Start() + { + InitCameras(); + SetOverlay(false); + + } + + void InitCameras() + { + camLst.Add(GameObject.Find("Main Camera")); + } + + void Update() + { + if (Input.GetKeyDown(KeyCode.U)) + { + isOverlayActive = !isOverlayActive; + SetOverlay(isOverlayActive); + } + } + + public void SetOverlay(bool active) + { + foreach(GameObject obj in camLst) + { + Camera cam = obj.transform.GetComponent(); + int layer = active ? 0 : -1; + cam.cullingMask = layer; + Debug.LogError("============ layer " + layer + " " + cam.cullingMask); + } + } +} + diff --git a/Assets/Scripts/General/ScreenOverlayController.cs.meta b/Assets/Scripts/General/ScreenOverlayController.cs.meta new file mode 100644 index 0000000..8f60340 --- /dev/null +++ b/Assets/Scripts/General/ScreenOverlayController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 57b445d556b434dc485783a416924e06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/VerbalManager_General.cs b/Assets/Scripts/General/VerbalManager_General.cs new file mode 100644 index 0000000..bbf9254 --- /dev/null +++ b/Assets/Scripts/General/VerbalManager_General.cs @@ -0,0 +1,239 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; +using System; + + +public class VerbalManager_General : MonoBehaviour +{ + ObjectsActivenessController activenessController; // a class which can be used to control the activeness status of interable objects in the scene + + + /// + /// Modifying the speaking related Setting in Start() + /// + private void Start() + { + activenessController = new ObjectsActivenessController(); + } + + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void Speak(string text) + { + /* Use Try...Finally to prevent potential "Process..." error from StopSpeak() */ + try + { + StopSpeak(); + } + finally + { + if (!UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.Say(text, false, true, UAP_AudioQueue.EInterrupt.All); + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopSpeak() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + /// + /// Check if the UAP is speaking + /// + public bool IsSpeaking() + { + return UAP_AccessibilityManager.IsSpeaking(); + } + + + /// + /// Function wait for tiny amount of time before checking UAP isSpeaking + /// to avoid the case that the UAP is not triggered yet, but speech text is sent + /// (isSpeaking) + /// + public async Task IsSeaking_Improved() + { + /* Wait for a tiny amount of time */ + float timer = 0f; + float timeThreshold = 0.1f; + while (timer < timeThreshold) + { + timer += 1f * Time.deltaTime; + await Task.Yield(); + } + + /* Return isSpeaking boolean value */ + return IsSpeaking(); + } + + + /// + /// + /// The function speaks a text passed in by user. Wait for the speech to end + /// + /// [Parameters] + /// 1. text ===> the text user want to speak + /// + /// + public async Task SpeakAndWait(string text) + { + /* Speak the text provided */ + Speak(text); + + /* When the text just send to verbalManager_General, UAP hasn't start to speak yet. + * In that case, code will exit the "while" immediately. Thus I added some timer delay here. + * This ensure the text arrives at the UAP text-to-speech speaker */ + float timer = 0f; + float timeThreshold = 0.1f; + while (IsSpeaking() == true || timer < timeThreshold) + { + timer += 1f * Time.deltaTime; + await Task.Yield(); + } + + /* Need to return something, becasue can't await a void function in another funtion */ + return true; + } + + + /// + /// + /// The function speaks a text passed in by user. Wait for the speech to end + /// and then call a callback function passed in. + /// + /// [Parameters] + /// 1. text ===> the text user want to speak + /// 2. callback ===> the callback function to implement after speech is finished + /// + /// [Example of calling this function] + /// verbalManager_General.SpeakWaitAndCallback("hey, how are you!", () => { + /// /* Code for actions to do after the speech is finished */ + /// }) + /// + /// + public async void SpeakWaitAndCallback(string text, Action callback) + { + /* Speak and wait for the speaking to finish */ + await SpeakAndWait(text); + + /* Run the callback function */ + callback(); + } + + + /// + /// Function read out loud a sentence after disabling interactable objects in the scene, + /// so it makes sure this speech won't be interrupted by name callout due to cane hits any objects. + /// + /// [Example Usage] + /// It can be used after the cane hits an specific objects, and you want to give a sentence of verbal + /// instruction to the user. You want the user to listen the full content of your instruction. So you + /// can use this function to avoid user's cane hits another object and break your instruction speech. + /// + public void SpeakWithoutDisturb(string text) + { + /* disable all the objects in the scene so the speaking won't be disturbed */ + activenessController.DisableOtherObjs(); + + /* Speak the text and implement actions in a callback function*/ + SpeakWaitAndCallback(text, () => { + /* After finishing speaking, activate objects */ + activenessController.EnableOtherObjs(); + }); + } + + + /// + /// Function waits the previous speech to end then speak new text passed as parameter + /// For example: the function is used in "StartInstructionSystem()" function of "InstructionManager" class + /// + public async void WaitThenSpeak(string text) + { + /* If any speech is ongoing ===> wait for it to finish */ + while (IsSpeaking()) + { + await Task.Yield(); + } + + /* Speak the new content */ + Speak(text); + } + + + /// + /// Function speak texts from a list one-by-one. It will take a short pause after speaking each of them + /// before speaking the next + /// + /// Waiting time (seconds) before starting to read the 1st text in textList + /// A list of texts to read + /// The gap time (seconds) between reading each text in the list + /// A boolean variable indicates whether waiting for a gap time after reading the last text of the list + /// Function returns TRUE when the whole function is done + public async Task SpeakWithGapTime(float beginWaitTimeFloat, List textList, float gapTimeFloat, bool hasGapAfterLast) + { + /* Transform the time provided by user of this function + * "Task.Delay()" function takes number of milliseconds as parameter. + * If users provides "3", they means waiting for 3 seconds ===> it equals to 3000 milliseconds. + * We need to transform the time into milliseconds before providing to "Task.Delay()" function. */ + int beginWaitTime = (int)Math.Ceiling(beginWaitTimeFloat * 1000); + int gapTime = (int)Math.Ceiling(gapTimeFloat * 1000); + + /* Wait for X seconds before start to speak with gap time */ + await Task.Delay(beginWaitTime); + + /* Speaking each text from textList with a gapTime between them */ + int length = textList.Count; + for (int i = 0; i < length; ++i) + { + Speak(textList[i]); + + if (i < length - 1) + await Task.Delay(gapTime); + else if (i == length - 1 && hasGapAfterLast) + await Task.Delay(gapTime); + } + + return true; + } + + + /// + /// Function speaks the countdown like 5...4...3...2...1. + /// + /// How many seconds you want to countdown + /// Variable indicates if you want to read the countdown in descending or ascending order + /// + public async Task SpeakCountdown(int countDownSeconds, bool descending = true) + { + /* Prepare a list of number for the countdown*/ + List countdownList = new(); + + /* Generating the countdown numbers */ + for (int i = countDownSeconds; i > 0; --i) + countdownList.Add(i.ToString()); + + /* Reverse the countdown numbers in the list if needed */ + if (!descending) + countdownList.Reverse(); + + /* Speak the countdown */ + await SpeakWithGapTime(0.5f, countdownList, 1f, true); + + /* Return TRUE when the countdown ends. + * Other function which calls this function doesn't need to recive variable from it. + * However, this return is needed to enable "await" this function in other functions */ + return true; + } + +} + diff --git a/Assets/Scripts/General/VerbalManager_General.cs.meta b/Assets/Scripts/General/VerbalManager_General.cs.meta new file mode 100644 index 0000000..a1b2149 --- /dev/null +++ b/Assets/Scripts/General/VerbalManager_General.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a6382f77249ef4547854671935406900 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GenerateIcons.cs b/Assets/Scripts/GenerateIcons.cs new file mode 100644 index 0000000..e5353e8 --- /dev/null +++ b/Assets/Scripts/GenerateIcons.cs @@ -0,0 +1,170 @@ +using UnityEngine; +using System.Collections.Generic; +using System.IO; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class IconGenerator : MonoBehaviour +{ + [Header("References")] + [SerializeField] private Camera iconCamera; + [SerializeField] private Light iconLight; + [SerializeField] private Transform itemPosition; + + [Header("Settings")] + [SerializeField] private int iconSize = 256; + [SerializeField] private Color backgroundColor = new Color(0, 0, 0, 0); + [SerializeField] private bool autoPositionCamera = true; + [SerializeField] private float cameraDistanceMultiplier = 1.5f; + + [Header("Save Options")] + [SerializeField] private string savePath = "Assets/Resources/Icons/"; + + private RenderTexture renderTexture; + private Dictionary iconCache = new Dictionary(); + + private void Awake() + { + // Create a render texture for our icon + renderTexture = new RenderTexture(iconSize, iconSize, 24); + + // Setup camera + if (iconCamera == null) + { + Debug.LogError("Icon Camera reference is missing"); + return; + } + + iconCamera.targetTexture = renderTexture; + iconCamera.clearFlags = CameraClearFlags.SolidColor; + iconCamera.backgroundColor = backgroundColor; + } + + public Sprite GetIconForObject(GameObject prefab) + { + // Check if we already have this icon cached + string prefabName = prefab.name; + if (iconCache.ContainsKey(prefabName)) + { + return iconCache[prefabName]; + } + + // Try to load a pre-generated icon + Sprite loadedSprite = Resources.Load("Icons/" + prefabName + "_Icon"); + if (loadedSprite != null) + { + iconCache[prefabName] = loadedSprite; + return loadedSprite; + } + + // Generate a new icon if we couldn't load one + Sprite newIcon = GenerateIcon(prefab); + iconCache[prefabName] = newIcon; + return newIcon; + } + + public Sprite GenerateIcon(GameObject itemPrefab) + { + // Instantiate the object in front of our camera + GameObject item = Instantiate(itemPrefab, itemPosition.position, itemPosition.rotation); + + // Make sure it's visible + item.SetActive(true); + + if (autoPositionCamera) + { + PositionCameraForObject(item); + } + + // Render the camera's view to our render texture + iconCamera.Render(); + + // Create a texture from the render texture + Texture2D icon = new Texture2D(iconSize, iconSize, TextureFormat.RGBA32, false); + RenderTexture.active = renderTexture; + icon.ReadPixels(new Rect(0, 0, iconSize, iconSize), 0, 0); + icon.Apply(); + RenderTexture.active = null; + + // Create a sprite from the texture + Sprite iconSprite = Sprite.Create(icon, new Rect(0, 0, icon.width, icon.height), + new Vector2(0.5f, 0.5f)); + + // Clean up + Destroy(item); + + return iconSprite; + } + + private void PositionCameraForObject(GameObject obj) + { + Renderer[] renderers = obj.GetComponentsInChildren(); + if (renderers.Length == 0) return; + + // Calculate bounds + Bounds bounds = renderers[0].bounds; + foreach (Renderer renderer in renderers) + { + bounds.Encapsulate(renderer.bounds); + } + + // Position the camera to frame the object nicely + float objectSize = bounds.size.magnitude; + float distance = objectSize * cameraDistanceMultiplier; + + // Adjust camera to point at the object's center + iconCamera.transform.position = bounds.center - iconCamera.transform.forward * distance; + iconCamera.transform.LookAt(bounds.center); + } + +#if UNITY_EDITOR + public void SaveIconToFile(GameObject prefab) + { + // Create directory if it doesn't exist + if (!Directory.Exists(savePath)) + { + Directory.CreateDirectory(savePath); + AssetDatabase.Refresh(); + } + + // Generate the icon + Sprite iconSprite = GenerateIcon(prefab); + Texture2D iconTexture = GetTextureFromSprite(iconSprite); + + // Save as PNG + byte[] bytes = iconTexture.EncodeToPNG(); + string iconPath = savePath + prefab.name + "_Icon.png"; + File.WriteAllBytes(iconPath, bytes); + + AssetDatabase.Refresh(); + Debug.Log("Icon saved to: " + iconPath); + + // Set texture import settings + TextureImporter importer = AssetImporter.GetAtPath(iconPath) as TextureImporter; + if (importer != null) + { + importer.textureType = TextureImporterType.Sprite; + importer.spriteImportMode = SpriteImportMode.Single; + importer.alphaIsTransparency = true; + importer.SaveAndReimport(); + } + } + + private Texture2D GetTextureFromSprite(Sprite sprite) + { + // Create a new Texture2D from the sprite + Texture2D texture = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, TextureFormat.RGBA32, false); + Color[] pixels = sprite.texture.GetPixels( + (int)sprite.rect.x, + (int)sprite.rect.y, + (int)sprite.rect.width, + (int)sprite.rect.height + ); + texture.SetPixels(pixels); + texture.Apply(); + return texture; + } +#endif +} diff --git a/Assets/Scripts/GenerateIcons.cs.meta b/Assets/Scripts/GenerateIcons.cs.meta new file mode 100644 index 0000000..70741fa --- /dev/null +++ b/Assets/Scripts/GenerateIcons.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ff1720857d9061489f9e68c0140123a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction.meta b/Assets/Scripts/Instruction.meta new file mode 100644 index 0000000..cba6808 --- /dev/null +++ b/Assets/Scripts/Instruction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82add467303954255a78555facb598bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction/InstructionManager.cs b/Assets/Scripts/Instruction/InstructionManager.cs new file mode 100644 index 0000000..9f8e384 --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionManager.cs @@ -0,0 +1,419 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; +using UnityEngine.SceneManagement; + + +public class InstructionManager : MonoBehaviour +{ + public static bool allowInstruction = false; // [Default = True] Boolean variable indicates if the system allow providing instruction or not + bool isRunning; // Bool var indicates whether the instruciton system is running or not + + string currentScene; // record the name of current scene + + AudioSource insAudioSource; // AudioSource on instruction system for playing audioClips along with instruction + List audiosForInstruction = new(); // A list of AudioClips to play during instruction + List playAudioAt = new(); // "Play audio at which instruction" ===> a list of integer means the index of instruction ===> the list is used to identify after which instruction (by their index), we play the audioClip + + int followTime; // how many seconds the instruction system will follow avatar when system started + bool startFollow; // a boolean variable decide whether let instruction system follow the avatar or not + + VerbalManager_General verbalManager_General; // a class for speaking textual instructions + ObjectsActivenessController activenessController; // a class which can be used to control the activeness status of interable objects in the scene + + List texts = new(); // a list of splitted instruction text + int iterator; // an iterator for tracking which sentence to play + + Vector3 repositoryPos; // the position of the repo for storing instruction system when not using it + + Transform instructionSystemTrans; // the transform of instantiated instruction system + Transform gripPointTrans; // the transform of user avatar's grip point + Transform headTrans; // the transform of user avatar's head + + static readonly int countDownSeconds = 3; // the number of seconds for countdown before ending the instruction session + + /* The class act as an API for controlling user's translation lock in the scene */ + UserTranslationController userTranslationController; + + /* Fixed Sentences to be used in the instruction system */ + readonly string startNotice = "Please don't move, and place the cane in front of your body. Instruction session started."; + readonly string endNotice = $"Please turn your body and cane back to your initial facing direction. The instruction session will end in {countDownSeconds} seconds."; + readonly string endConfirmNotice = "Instruction session end."; + readonly string startMessage = "Using cane to hit panel on the right side of your body to hear next instruction. " + "Hit panel on your left side to hear previous instruction."; + readonly string noMorePrevNotice = "No more previous instruction"; + readonly string noMoreNextNotice = "No more next instruction. " + "To quit the instruction session, move out the cane and hit the panel again!"; + + + /// + /// Awake is always executed first by Unity. + /// Put it in awake, so the "verbalManger_General" will be prepared be call in other class's Start() if needed + /// + void Awake() + { + /* Set isRunning to false when scene begin, because instruction system is not running by that time */ + isRunning = false; + + /* Get the name of current scene */ + currentScene = SceneManager.GetActiveScene().name; + + /* Initialize variables which adjust user translation lock */ + userTranslationController = GetComponent(); + + /* Instantiate an object of "ObjectsActivenessController" class */ + activenessController = new ObjectsActivenessController(); + + /* Instantiate the verbal manager general */ + verbalManager_General = GetComponent(); + + /* The AudioSource on instruction system for playing audio to help providing better instruction */ + insAudioSource = transform.GetComponent(); + + /* Instantiate a reference to the Instruction System transfrom */ + instructionSystemTrans = GameObject.Find("InstructionSystem").transform; + + /* Instantiate a reference to the Avatar's gripPoint & head transfrom */ + gripPointTrans = GameObject.Find("User/GripPoint").transform; + headTrans = GameObject.Find("User/Head").transform; + + /* Initiate the repository position */ + repositoryPos = new Vector3(0, -50, 0); + + /* Instruction don't need to follow when initialize ==> so Flase */ + startFollow = false; + + /* Initialize the "time for instruction system to follow avatar" (i.e. followTime = 3000 ===> 3 seconds) */ + followTime = 5000; + + /* When begin, move the instruction system into repository just in case it won't be used immediately */ + MoveInstructionSystemToRepo(); + } + + + /// + /// Update is called on every frame + /// + private void Update() + { + /* If boolean "startFollow" is True, let instruction system follow the user on every frame */ + if (startFollow) + MoveInstructionSystemToUser(); + } + + + /// + /// Function starts an instruction session + /// + /// [Parameters] + /// 1. "instructionText" is the paragraph of instruction developer wants user to hear + /// 2. "signForSplit" is a string indicates where to split the "instructionText" into short sentences (eg. "||", ".", "\n", etc...) + /// + public async void StartInstructionSystem(string instructionText, string signForSplit) + { + /* Don't do anything if the system doesn't allow instruction */ + if (!allowInstruction) + return; + + /* Once system start to run, turn on isRunning bool immediately */ + isRunning = true; + + /* Temporarily disable user avatar's movement (translation) */ + //userTranslationController.PauseUserTranslation(); + + /* Disable other objects in the scene to prevent them inturrupting the instruction system */ + //activenessController.DisableOtherObjs(); + + /* Send starting message*/ + Debug.Log(startNotice); + verbalManager_General.Speak(startNotice); + + /* Split the instruction text into sentences */ + PrepareInstructionTexts(instructionText, signForSplit); + + /* Initialize the iterator */ + iterator = -1; + + /* Update the boolean to True to enable moving instruction system to side of the user and keep following. + * After X seconds, turn off the boolean to let the system stop following and settle down */ + startFollow = true; + await Task.Delay(followTime); + startFollow = false; + + /* Wait for startNotice to finish and speak the startMessage */ + if (Application.isPlaying && currentScene == SceneManager.GetActiveScene().name) + verbalManager_General.WaitThenSpeak(startMessage); + } + + + /// + /// Function ends an instruction session + /// + public void EndInstructionSystem() + { + /* move instruction system to repository */ + MoveInstructionSystemToRepo(); + + /* Send ending message */ + Debug.Log(endNotice); + verbalManager_General.SpeakWaitAndCallback(endNotice, async () => + { + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Countdown the time to end and speak it out (e.g., "three...two...one") */ + await verbalManager_General.SpeakCountdown(countDownSeconds, true); + + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Speak the confirmation ending notice "Instruction session end" */ + await verbalManager_General.SpeakAndWait(endConfirmNotice); + + /* Just in case if the scene is closed, stop the async process */ + if (currentScene != SceneManager.GetActiveScene().name) + return; + + /* Other setups to do before ending an instruction session */ + OtherSetupsBeforeEnd(); + }); + } + + + /// + /// Function for doing all other setups after instruction session ends + /// run it after instruction session ends and after speaking all the async UAP messages + /// + private void OtherSetupsBeforeEnd() + { + /* Clear the audio instruction related lists. + * Don't use "Clear()", because the list here points to the same + * list where contains the reference to the audioClip related info*/ + audiosForInstruction = new(); + playAudioAt = new(); + + /* Reactivate all other objects */ + activenessController.EnableOtherObjs(); + + /* re-enable user avatar's movement (translation) */ + userTranslationController.ResumeUserTranslation(); + + /* turn "isRunning" back to false after instruction system is closed */ + isRunning = false; + } + + + /// + /// Function clean the given instructionText and split it into a list of short instruction sentences + /// + private void PrepareInstructionTexts(string instructionText, string signForSplit) + { + /* Clear the "texts" instruction sentence list */ + texts.Clear(); + + /* Clean the input "instructionText" by removing extra space */ + string[] tempArr = instructionText.Split(" "); + List tempList = new(tempArr); + tempList.RemoveAll(s => s == ""); + string cleanText = string.Join(" ", tempList); + + /* Prepare the texts list according to if any instruction provided or not */ + if (cleanText == "") + { + texts.Add("No instruction available, please quit this instruction session."); + } + else + { + /* Split cleaned instruction text into a "texts" list */ + string[] splitArr = UsefulTools.SplitText(cleanText, signForSplit); + texts = new List(splitArr); + texts.RemoveAll(s => s == ""); + } + } + + + /// + /// Function moves the instruction system prefab in the scene to its repository + /// + void MoveInstructionSystemToRepo() + { + instructionSystemTrans.position = repositoryPos; + } + + + /// + /// Function moves the instruction system prefab in the scene to the user + /// + void MoveInstructionSystemToUser() + { + /* [Important Note] + * + * 1. Don't make "User" GameObject in the scene as parent of "instructionSystem", because in the IOS + * ARControl, the ARCamera movement & rotaion only affect movement & rotation of GripPoint, Head, + * and Body. The "User" empty GameObject will stay at the starting point forever! I know using "User" + * will work under "Unity Editor Control" because in that script, the movment is implemented on "User" + * gameObject. + * + * 2. For now, don't use "Body" as a all-in-one gameObject for sync both rotation and position. This is + * because that in the "IOS AR Control", the body's rotation won't change forever... It won't rotate + * when the cane points to another direction. We did this because we didn't need it to rotate, but this + * might be changed in the future if needed. By that time, body can be used as a all-in-one resource. + */ + + + /* Set GripPoint as temporary parent of instructionSystem to adjust instructionSystem's rotation */ + instructionSystemTrans.SetParent(gripPointTrans); + instructionSystemTrans.localEulerAngles = Vector3.zero; + + /* Set Avatar's Head as temporary parent of instructionSystem to adjust instructionSystem's position */ + instructionSystemTrans.SetParent(headTrans); + instructionSystemTrans.localPosition = Vector3.zero; + + /* set instructionSystem as child of the scene */ + instructionSystemTrans.SetParent(null); + + /* change the positional y-axis of instructionSystemTrans to 0 to put the panel on the ground */ + instructionSystemTrans.position = Vector3.Scale(instructionSystemTrans.position, new Vector3(1, 0, 1)); + + /* change the rotational x-axis of instructionSystemTrans to 0 to make it perpendicular to the ground */ + instructionSystemTrans.eulerAngles = Vector3.Scale(instructionSystemTrans.eulerAngles, new Vector3(0, 1, 1)); + } + + + /// + /// Function reads the current sentence which iterator is pointing to + /// + async void ReadCurrInstruction() + { + /* Speak the instructional text */ + verbalManager_General.Speak(texts[iterator]); + + /* When the list has audioClips, and developer specified "place to play" for all audioClips. + * If we arrive at the instruction where developer want to add audioClip, do the following */ + if (audiosForInstruction.Count != 0 && audiosForInstruction.Count == playAudioAt.Count && playAudioAt.Contains(iterator)) + { + /* Save the value of current iterator */ + int saveIterator = iterator; + + /* Wait for the UAP to finish speech */ + while (await verbalManager_General.IsSeaking_Improved()) + await Task.Yield(); + + /* If the scene is still active and the user stays at the current instruction (didn't hit panel) */ + if (currentScene == SceneManager.GetActiveScene().name && iterator == saveIterator) + { + /* Find the index of the audio we want to play */ + int audioIdx = playAudioAt.IndexOf(iterator); + + /* Play the audioClip */ + insAudioSource.PlayOneShot(audiosForInstruction[audioIdx]); + } + } + } + + + /// + /// Function reads next instruction from splited instruction list. + /// Return True if able to read next instruction. Otherwise, return False. + /// + public bool ReadNextInstruction() + { + if (HasNext()) + { + ToNext(); // move iterator to next + ReadCurrInstruction(); // read instruction sentence which iterator currently points to + return true; + } + + Debug.Log(noMoreNextNotice); + verbalManager_General.Speak(noMoreNextNotice); + return false; + } + + + /// + /// Function reads previous instruction from splited instruction list. + /// Return True if able to read previous instruction. Otherwise, return False. + /// + public bool ReadPrevInstruction() + { + if (HasPrev()) + { + ToPrev(); // move iterator to previous + ReadCurrInstruction(); // read instruction sentence which iterator currently points to + return true; + } + + Debug.Log(noMorePrevNotice); + verbalManager_General.Speak(noMorePrevNotice); + return false; + } + + + /// + /// Function moves iterator to point to the next sentence in the splitted text list + /// + void ToNext() + { + iterator++; + } + + + /// + /// Function moves iterator to point to the previous sentence in the splitted text list + /// + void ToPrev() + { + iterator--; + } + + + /// + /// Function checks whether there is next sentence in the splitted text list + /// + bool HasNext() + { + return iterator + 1 <= texts.Count - 1; + } + + + /// + /// Function checks whether there is previous sentence in the splitted text list + /// + bool HasPrev() + { + return iterator - 1 >= 0; + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + + + /// + /// Setter for "audiosForInstruction" list. + /// Shallow copy... + /// + public List AudiosForInstruction + { + set { audiosForInstruction = value; } + } + + + /// + /// Setter for "playAudioAt" list. + /// Shallow copy... + /// + public List PlayAudioAt + { + set { playAudioAt = value; } + } + +} + diff --git a/Assets/Scripts/Instruction/InstructionManager.cs.meta b/Assets/Scripts/Instruction/InstructionManager.cs.meta new file mode 100644 index 0000000..6cb5b92 --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 597339374601a49d29fa841048b744e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Instruction/InstructionPanelManager.cs b/Assets/Scripts/Instruction/InstructionPanelManager.cs new file mode 100644 index 0000000..5522bfd --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionPanelManager.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class InstructionPanelManager : MonoBehaviour +{ + /* Get the InstructionManager to call function for switch instruction */ + InstructionManager instructionManager; + + /* Boolean variable judges if there is next instruction. + * Make it a static variable, so its value will be shared across instantiated class on both NextButton and PrevButton */ + static bool hasNext = true; + + + private void Start() + { + /* Initialize the InstructionManager */ + instructionManager = GameObject.Find("InstructionSystem").GetComponent(); + } + + + /// + /// The action (Instruction Switching) the button takes after hitted by user's cane + /// + private void OnCollisionEnter(Collision collision) + { + Collider other = collision.collider; // the collider object which the button collides with + + if (other.name == "Cane") // if the button hitted by cane + { + if (AccessColliderInfo.GetParentName(transform) == "NextButton") // if hit NextButton + { + if (hasNext) + hasNext = instructionManager.ReadNextInstruction(); // get the next instruction sentence + else + ToQuitInstructionSystem(); // call function to quit the instruction session when "endHitCount != 0" + } + else if (AccessColliderInfo.GetParentName(transform) == "PrevButton") // if hit PrevButton + { + instructionManager.ReadPrevInstruction(); // get the previous instruction sentence + hasNext = true; // after trying to read previous instruction, we reset "hasNext" to True. So when cane hits the right panel the next time, it will give instruction again, it won't become silent + } + } + } + + + /// + /// Function to quit instruction system + /// + private void ToQuitInstructionSystem() + { + /* Reset variables */ + hasNext = true; + + /* End the instruction system */ + instructionManager.EndInstructionSystem(); + } + +} + diff --git a/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta b/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta new file mode 100644 index 0000000..14b148d --- /dev/null +++ b/Assets/Scripts/Instruction/InstructionPanelManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0149028246c9c40cb902f1573798defe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction.meta b/Assets/Scripts/Interaction.meta new file mode 100644 index 0000000..831bdf8 --- /dev/null +++ b/Assets/Scripts/Interaction.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 704f2967e2ed943fab7636fc21287cd8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/AccessColliderInfo.cs b/Assets/Scripts/Interaction/AccessColliderInfo.cs new file mode 100644 index 0000000..c7aa3f7 --- /dev/null +++ b/Assets/Scripts/Interaction/AccessColliderInfo.cs @@ -0,0 +1,286 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AccessColliderInfo : MonoBehaviour +{ + // A list of potential "part name" which are not useful, will filter them out later + static List uselessPartNameList = new List { "_Holder_", "Outside", "Inside", "" }; + + + /// + /// Function for checking if a triggered "object part" is the outside or inside of an object + /// + public static string WhichSide(Transform other) + { + string side = ""; + + if ((other.name == "Outside") || (GetParentName(other) == "Outside")) + { + side = "Outside"; // For an touched object, it's an "Outside" object if itself named "Outside", or it's below an "Outside" object + } + else if ((other.name == "Inside") || (GetParentName(other) == "Inside")) + { + side = "Inside"; // For an touched object, it's an "Inside" object if itself named "Inside", or it's below an "Inside" object + } + return (side); + } + + + /// + /// Function for get the hierarchy level of the triggered "object part" + /// + public static int WhichLevel(Transform other) + { + /* If the object's parent is NULL, it means the cane collided with a single layer object ===> thus return "1" */ + if (other.transform.parent == null) + return 1; + + /* If it's not a single layer object + * ===> Root object (level=1) must be empty object, so if cane collide on something, it at least be at level=2 (level=2 is usually empty as well) */ + int level = 2; + + Transform rootTrans = other.transform.root; // Transform of the root game object + Transform tempTrans = other.transform; // Initialize the temporary transform holder with current object's transform + + /* If the object is not directly under the root, then it can't be level 2, thus increase 1 level, until reach an object which is direct child of the root */ + while (tempTrans.parent != rootTrans) + { + level += 1; + tempTrans = tempTrans.parent; + } + + return level; + } + + + /// + /// Function for checking what material the triggered "object part" is made of (eg. wood, metal, glass, etc...) + /// + public static string WhatMaterial(Transform other) + { + string material = ""; + int level = WhichLevel(other); // get the hierarchy level of current triggered object + Transform tempTrans = other.transform; + + /* From current level to root, try to find matrial level-by-level. The material from the deepest level will be the final choice */ + for (int i = 0; i < level; i++) + { + material = tempTrans.tag; + if (material != "Untagged") break; + tempTrans = tempTrans.parent; + } + + return (material); + } + + + /// + /// Function traverse from the hitted object's hierarchy tree to get the name of the root object + /// (eg. "Table", "Navigation Road", "Floor", etc...) + /// + public static string GetRootName(Transform other) + { + string name = other.transform.root.name; + return name; + } + + + /// + /// Function traverse from the hitted object's hierarchy tree to get the name of the object's parent + /// + public static string GetParentName(Transform other) + { + /* If it's a single layer object, the parent is NULL */ + if (other.transform.parent == null) + return "<--- NULL --->"; + + /* If the parent is not NULL, return its name */ + return other.transform.parent.name; + } + + + /// + /// Function for getting "object part name" (eg. table leg) based on the thing cane triggered + /// + public static string GetPartName(Transform other) + { + /* The transform of the 2nd level object in the hierarchy */ + Transform SecondLevelTrans = GetNthLevelTrans(other, 2); + + /* Get the name */ + if (SecondLevelTrans == other) + return ""; + else + return SecondLevelTrans.name; + } + + + /// + /// Function gets the transform of the Nth level object under the hierarchy which "other" belongs to + /// For Example: + /// [Room] -> [Wall1] -> [LargeWindow]. If "other = LargeWindow" and "targetLevel = 2". + /// Function will return the transform of "Wall1". + /// + public static Transform GetNthLevelTrans(Transform other, int targetLevel) + { + int level = WhichLevel(other); + + /* Try to get the transform of the Nth level object */ + Transform tempTrans = other.transform; + for (int i = 0; i < level - targetLevel; ++i) + { + tempTrans = tempTrans.parent; + } + + return tempTrans; + } + + + /// + /// Function for getting both "object part name" and "object name" based on the thing cane triggered + /// + public static string[] GetObjNames(Transform other) + { + string name = ""; + string partName = ""; + + /* The full object name, like "Table", is always at the root level */ + name = GetRootName(other); + + /* Try to get the part object name, like "leg1" (of "Table") */ + partName = GetPartName(other); + + /* Load "name" and "part name" into an array to pass it out */ + string[] nameArray = new string[] { name, partName }; + return (nameArray); + } + + + /// + /// Function to judge whether the part name of current collider object useful (eg. "Outside" or "_Holder_" are not useful. "Table Leg" is useful) + /// + private static bool IsPartNameUseful(Transform other) + { + string partName = GetPartName(other); + bool judgeUsefulness = (uselessPartNameList.Contains(partName)) ? false : true; + return judgeUsefulness; + } + + + /// + /// Function for generating string to describe hitted object + /// + public static string DescribeHittedObject(Transform other) + { + string[] nameArray = GetObjNames(other); // Get "object part" and "object" name + string name = nameArray[0]; + string partName = nameArray[1]; + + /* If the partName is useful, we will describe the hitted object using its 2nd-level "partName" + " of " + root level "Name", otherwise use the root level "Name" only */ + string description = IsPartNameUseful(other) ? (UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(partName), " ") + " of " + UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(name), " ")) : (UsefulTools.ArrayToString(UsefulTools.SplitAtCapital(name), " ")); + + return description; + } + + + /// + /// Function gets the ObjId of the level which we actually refers to when describe the hitted object name + /// (Will be used in VerbalManager to control the frequency of calling out name when hitting objects) + /// + public static int GetActualReferObjId(Transform other) + { + /* If the partName is useful, the object we actually refers to is the 2nd-level "part", otherwise we refers to the root level */ + int resultId = IsPartNameUseful(other) ? GetObjIdByLevel(other, 2) : GetObjIdByLevel(other, 1); + return resultId; + } + + + /// + /// For collider object "other", get the ID of the object which is at levelN of its hierarchy tree + /// (Will be used to get Actual Refer Object ID) + /// + private static int GetObjIdByLevel(Transform other, int levelN) + { + int resultId; + int currLevel = WhichLevel(other); + + Transform tempTrans = other.transform; + for (int i = 0; i < currLevel - levelN; ++i) + { + tempTrans = tempTrans.parent; + } + + resultId = tempTrans.GetInstanceID(); + return resultId; + } + + + /// + /// Function for print the name of object which the cane hitted + /// + public static void PrintHittedObject(Transform other) + { + string description = DescribeHittedObject(other); + Debug.Log(description); + } + + + /// + /// Function check whether the object is a floor. + /// How to check: + /// 1. The rootName might be "xxxFloor" like "BrickFloor" or "ConcreteFloor" + /// 2. The material of this object would be "xxxFloor" like "WoodFloor" + /// Either one of these 2 clues should indicate the object is a floor object + /// + public static bool IsFloor(Transform other) + { + // Find clue from root name + string rootName = GetRootName(other); + string[] namePartArr = UsefulTools.SplitAtCapital(rootName); + int rSize = namePartArr.Length; + + // Find clue from material name + string material = WhatMaterial(other); + string[] matPartArr = UsefulTools.SplitAtCapital(material); + int mSize = matPartArr.Length; + + // Check if this is an floor object + bool judge = false; + if (namePartArr[rSize - 1] == "Floor" || matPartArr[mSize - 1] == "Floor") + judge = true; + + return judge; + } + + + /// + /// Function check whether the object is a navigation road + /// How to check: + /// 1. The rootName might be "NavigationRoad" (maybe it will be changed in the future) + /// 2. The material of this object should be "xxxTactilePaving" like "PlasticTactilePaving" + /// Either one of these 2 clues should indicate the object is a navigation road object + /// + public static bool IsNavigationRoad(Transform other) + { + List potentialNavName = new List() { "NavigationRoad", "TactileRoad" }; + + // Find clue from root name + string rootName = GetRootName(other); + + // Find clue from material name + string material = WhatMaterial(other); + + // Check if this is an NavigationRoad object + bool judge = false; + if (potentialNavName.Contains(rootName) || material.Contains("TactilePaving")) + { + judge = true; + } + + return judge; + } + + +} + diff --git a/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta b/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta new file mode 100644 index 0000000..9c7f2f0 --- /dev/null +++ b/Assets/Scripts/Interaction/AccessColliderInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82a937bf209444451a397acb4b2e84e8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/AudioManager_Feedback.cs b/Assets/Scripts/Interaction/AudioManager_Feedback.cs new file mode 100644 index 0000000..2d501f8 --- /dev/null +++ b/Assets/Scripts/Interaction/AudioManager_Feedback.cs @@ -0,0 +1,242 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Networking; // For Version 2 + + + +// ============================================================================================ // +// ================== (Version 1) Using List to manually load music and play ================== // +// ============================================================================================ // + + +public class AudioManager_Feedback : MonoBehaviour +{ + AudioSource[] audioSources; // An array for storing all audioSources + public AudioSource feedbackAudioSource_Object; // The audio source for playing object related sound + public AudioSource feedbackAudioSource_Floor; // The audio source for playing floor related sound. We separated audioSource, because we want to head "lower" volume of Floor sound. + + string nameOfAudioPlaying = "N/A"; // Record the name (eg. Wood Hit, Wood Slide, etc...) of the music which is currently playing + string typeOfAudioPlaying = "N/A"; // Record the type (eg. Hit, Slide, Alert, etc...) of the music which is currently playing + + public List feedbackAudioList = new List(); + + + /// + /// Start is called before the first frame update + /// + private void Start() + { + /* Assign the audioSource component which the current object has */ + audioSources = GetComponents(); + feedbackAudioSource_Object = audioSources[0]; + feedbackAudioSource_Floor = audioSources[1]; + + /* Turn off all audioListener and only turn on the one on Head Vision + * So the user can hear 3D sound */ + var AudioListeners = FindObjectsOfType(); + foreach (AudioListener al in AudioListeners) + al.enabled = false; + GameObject.Find("HeadVision").GetComponent().enabled = true; + } + + + /// + /// The function is for matching and sound feedback from list and play it + /// + + public void PlayFeedbackAudio(string clipName) + { + AudioClip tempAudioClip; + + nameOfAudioPlaying = clipName; + string[] nameSplitList = nameOfAudioPlaying.Split(" "); + typeOfAudioPlaying = nameSplitList[nameSplitList.Length - 1]; + + tempAudioClip = feedbackAudioList.Find(x => x.name == clipName); + + /* Playing music based on the type of clip */ + if (clipName.Contains("Floor")) + PlayOneShotOfAudio(feedbackAudioSource_Floor, tempAudioClip); + else + PlayOneShotOfAudio(feedbackAudioSource_Object, tempAudioClip); + } + + + /// + /// General function for playing one shot of audio on specific audioSource + /// + private void PlayOneShotOfAudio(AudioSource source, AudioClip clip) + { + /* Playing new music only if all audioSources are not playing */ + foreach (AudioSource s in audioSources) + { + if (s.isPlaying) + return; + } + + source.PlayOneShot(clip); + } + + + /// + /// The function is for stopping an ongoing audio feedback IMMEDIATELY if it match the indicated Audio Type (eg. Hit, Slide, Alert) to stop + /// Audio Feedback Priority: Alert > Hit > Slide + /// + public void StopFeedbackAudioByType(string audioTypeToStop) + { + if (typeOfAudioPlaying == audioTypeToStop) + { + /* Try to stop all of audioSources. + * Because based on our designed logic ===> there will always be only + * one running audioSource ===> so we attempt to close all of them */ + StopAllAudioSource(); + + Debug.Log("Stop ongoing " + typeOfAudioPlaying + " audio feedback"); + } + } + + + /// + /// Function stop the audio for a specific audioSource + /// + public void StopAudioSource(AudioSource source) + { + if (source.isPlaying) + source.Stop(); + } + + + /// + /// Function tries to stop all of audioSources + /// + private void StopAllAudioSource() + { + foreach (AudioSource source in audioSources) + StopAudioSource(source); + } + +} + + + + + + + + + + + + + + + + + + + + + + + + + +// ======================================================================================== // +// ================== (Version 2) Using Coroutine to Directly play Music ================== // +// ======================================================================================== // + + +//public class AudioManager_Feedback : MonoBehaviour +//{ + +// public AudioSource feedbackAudioSource; // The only audio source for playing sound + +// string appDirectory; // Path of the application +// string audioDirectory; // Path where the audios stored + +// string nameOfAudioPlaying; // Record the name (eg. Wood Hit, Wood Slide, etc...) of the music which is currently playing +// string typeOfAudioPlaying; // Record the type (eg. Hit, Slide, Alert, etc...) of the music which is currently playing + + +// /// +// /// Start is called before the first frame update +// /// +// private void Start() +// { +// /* Assign the audioSource component which the current object has */ +// feedbackAudioSource = GetComponent(); + +// /* Assign "App Address" and "Audio Address" */ +// appDirectory = "file://" + Application.dataPath.Replace("Assets", ""); // Address of the application ".../" before "Assets/..." +// audioDirectory = "Assets/Sounds/Feedbacks/Object"; +// } + + + +// /// +// /// Coroutine Function for acquiring one feedback audio based on audioPath +// /// + +// private IEnumerator PlayOneAudio(string audioPath) +// { +// AudioClip tempAudioClip; + +// using (UnityWebRequest www = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.WAV)) +// { +// yield return www.SendWebRequest(); + +// /* Request and get the audioClip */ +// if (www.result == UnityWebRequest.Result.ConnectionError) +// { +// Debug.Log(www.error); +// } +// else +// { +// tempAudioClip = DownloadHandlerAudioClip.GetContent(www); + +// /* Playing music */ +// if (!feedbackAudioSource.isPlaying) +// { +// feedbackAudioSource.PlayOneShot(tempAudioClip); +// } +// } + +// /* Store audio-type and audio-name to global variables */ +// string[] pathSplitList = audioPath.Split("/"); // Split the audioPath on "/" +// nameOfAudioPlaying = pathSplitList[pathSplitList.Length - 1].Replace(".wav", ""); //the last element in the array, after removing suffix (eg. ".wav"), is the audio name like "Wood Hit" +// string[] nameSplitList = nameOfAudioPlaying.Split(" "); +// typeOfAudioPlaying = nameSplitList[nameSplitList.Length - 1]; +// } +// } + + +// /// +// /// The function is for matching and sound feedback from list and play it +// /// + +// public void PlayFeedbackAudio(string clipName) +// { +// /* generate the path of audioClip based on the provided clipName */ +// string clipPath = appDirectory + audioDirectory + "/" + clipName + ".wav"; + +// /* Play this feedback audioClip */ +// StartCoroutine(PlayOneAudio(clipPath)); +// } + + +// ///// +// ///// The function is for stopping an ongoing audio feedback IMMEDIATELY if it match the indicated Audio Type (eg. Hit, Slide, Alert) to stop +// ///// Audio Feedback Priority: Alert > Hit > Slide +// ///// +// public void StopFeedbackAudioByType(string audioTypeToStop) +// { +// if ((feedbackAudioSource.isPlaying) && (typeOfAudioPlaying == audioTypeToStop)) +// { +// Debug.Log("Stop ongoing " + typeOfAudioPlaying + " audio feedback"); +// feedbackAudioSource.Stop(); +// } +// } + + +//} diff --git a/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta b/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta new file mode 100644 index 0000000..fba11c7 --- /dev/null +++ b/Assets/Scripts/Interaction/AudioManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b1c4ac32a96ef4c1fb91193fe1df53b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/VerbalManager_Feedback.cs b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs new file mode 100644 index 0000000..6bf6451 --- /dev/null +++ b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs @@ -0,0 +1,150 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + + +public class VerbalManager_Feedback : MonoBehaviour +{ + [SerializeField] int verbalGapTime = 3; // The time needed (in seconds) for playing verbal hit feedback (callout the name) for a same object + + int lastCalloutObjId; // The unique ID of the last object which verbal system successfully called the name for it after cane hitting it. IsPlaying() judge could prevent a verbal from been called out + DateTime lastCalloutTime; // The time of the last successful verbal name calling + + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void SpeakFeedbackVerbal(string text, int actualReferObjId) + { + // if hit any new object and the name callout of another object is + // not finished, we manually cut that callout + StopVerbalFeedback(); + + // play the new callout + if (!UAP_AccessibilityManager.IsSpeaking()) + { + UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); + lastCalloutTime = DateTime.Now; + lastCalloutObjId = actualReferObjId; + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopVerbalFeedback() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + /// + /// Getter for verbal gap time + /// + public int GetVerbalGapTime() + { return verbalGapTime; } + + /// + /// Getter for last called time + /// + public DateTime GetLastCalloutTime() + { return lastCalloutTime; } + + + /// + /// Getter for the last called object ID + /// + public int GetLastCalloutObjId() + { return lastCalloutObjId; } + +} + + + + + + + + + + + + + + + + + + + + + + + + +//using System.Collections; +//using System.Collections.Generic; +//using UnityEngine; +//using System; + + +//public class VerbalManager_Feedback : MonoBehaviour +//{ +// [SerializeField] int verbalGapTime = 3; // The time needed (in seconds) for playing verbal hit feedback (callout the name) for a same object + +// int lastCalloutObjId; // The unique ID of the last object which verbal system successfully called the name for it after cane hitting it. IsPlaying() judge could prevent a verbal from been called out +// DateTime lastCalloutTime; // The time of the last successful verbal name calling + + +// /// +// /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text +// /// +// public void SpeakFeedbackVerbal(string text, int actualReferObjId) +// { +// // if hit any new object and the name callout of another object is +// // not finished, we manually cut that callout +// StopVerbalFeedback(); + +// // play the new callout +// if (!UAP_AccessibilityManager.IsSpeaking()) +// { +// UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); +// lastCalloutTime = DateTime.Now; +// lastCalloutObjId = actualReferObjId; +// } +// } + + +// /// +// /// The function will stop any verbal speech which is playing by using UAP +// /// +// public void StopVerbalFeedback() +// { +// if (UAP_AccessibilityManager.IsSpeaking()) +// UAP_AccessibilityManager.StopSpeaking(); +// } + + +// /// +// /// Getter for verbal gap time +// /// +// public int GetVerbalGapTime() +// { return verbalGapTime; } + +// /// +// /// Getter for last called time +// /// +// public DateTime GetLastCalloutTime() +// { return lastCalloutTime; } + + +// /// +// /// Getter for the last called object ID +// /// +// public int GetLastCalloutObjId() +// { return lastCalloutObjId; } + +//} diff --git a/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta new file mode 100644 index 0000000..d992092 --- /dev/null +++ b/Assets/Scripts/Interaction/VerbalManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 23690b25865754b6297889d1c26874f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Interaction/VibrationManager_Feedback.cs b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs new file mode 100644 index 0000000..be77810 --- /dev/null +++ b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using MoreMountains.NiceVibrations; + + +public class VibrationManager_Feedback : MonoBehaviour +{ + /* The vibration intensity, sharpness & duration */ + float hitIntensity = 1f; + float hitSharpness = 1f; + float hitDuration = 0.1f; + + /* Name and type of vibration that is playing */ + string nameOfVibrationPlaying = "N/A"; + string typeOfVibrationPlaying = "N/A"; + + + /// + /// Start different types of vibration + /// + /// [materialAndAction] + /// The combination of material + action. For example, "Wood hit", "Wood Slide", "VibrationSlow Alert" + /// + public void StartVibration(string materialAndAction) + { + /* We don't provide any vibration for floor object */ + if (materialAndAction.Contains("Floor")) + return; + + /* Stop Previous vibration */ + StopAllVibration(); + + /* Play vibration based on material and action */ + if (materialAndAction.Contains("Hit")) + { + Debug.Log("Playing hit physical vibration."); + MMVibrationManager.ContinuousHaptic(hitIntensity, hitSharpness, hitDuration, HapticTypes.Failure, this, true); + } + + /* Record the name and type of vibration playing */ + nameOfVibrationPlaying = materialAndAction; + string[] nameSplitList = nameOfVibrationPlaying.Split(" "); + typeOfVibrationPlaying = nameSplitList[nameSplitList.Length - 1]; + } + + + /// + /// Function stops all on-going vibrations + /// + public void StopAllVibration() + { + MMVibrationManager.StopAllHaptics(); + } + + + /// + /// Stop a specific type of vibration if it's playing + /// + public void StopVibrationByType(string vibrationTypeToStop) + { + /* If "vibration type we want to stop" is same as the "vibration type we are playing", we stop it. + * Only one vibration will play at one time ===> so we call function to stop all vibration */ + if (vibrationTypeToStop == typeOfVibrationPlaying) + StopAllVibration(); + } + +} + diff --git a/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta new file mode 100644 index 0000000..786692d --- /dev/null +++ b/Assets/Scripts/Interaction/VibrationManager_Feedback.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3629e8e5ec77045e89d84bea89e478d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Layout.meta b/Assets/Scripts/Layout.meta new file mode 100644 index 0000000..8dbba55 --- /dev/null +++ b/Assets/Scripts/Layout.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9ed8571c2f2b546d58bad0aa8f4380ec +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Layout/LayoutLearner.cs b/Assets/Scripts/Layout/LayoutLearner.cs new file mode 100644 index 0000000..03a5497 --- /dev/null +++ b/Assets/Scripts/Layout/LayoutLearner.cs @@ -0,0 +1,247 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using MoreMountains.NiceVibrations; +using UnityEngine.SceneManagement; + +public class LayoutLearner : MonoBehaviour +{ + private GameObject lastSelectedObject; + + + private AudioSource source; + + private VerbalManager_General verbalManager_General; // The class controls text to speech + + private VibrationManager_Feedback vibrationManagerFb; + + private string objName; + + private string instructions = "Welcome to the Learning Layout Module! This guide will help you build a mental map of the layout through simple touch interactions.Explore and learn room layouts by touching the screen and moving the touch screen from top to bottom, left to right."; + //private string instructions = "레이아웃 학습 모듈에 오신 것을 환영합니다! 이 가이드는 간단한 터치 상호작용을 통해 레이아웃에 대한 정신적 지도를 만드는 데 도움이 되며, 화면을 터치하고 터치스크린을 위에서 아래로, 왼쪽에서 오른쪽으로 움직여 방 레이아웃을 탐색하고 학습할 수 있습니다."; + + private List ignoreLst = new List() + { + "Window", "Floor" + }; + + string mainMenu; // the variable stores the mainMenu name + + // Double click interval (seconds) + public float doubleClickTime = 0.2f; + + // Keep track of the last click or touch + private float lastClickTime = 0f; + + private void Start() + { + mainMenu = "MainMenu"; // initialize the mainMenu variable + verbalManager_General = GameObject.Find("SoundBall").GetComponent(); + vibrationManagerFb = GameObject.Find("SoundBall").GetComponent(); + + //SpeakFeedbackVerbal(instructions); + try + { + verbalManager_General.StopSpeak(); + verbalManager_General.Speak(instructions); + } + catch (InvalidOperationException e) + { + Debug.Log("Error exists when open the Menu: " + e); + } + } + + void Update() + { +#if UNITY_IOS && !UNITY_EDITOR + if (Input.touchCount > 0) + { + Touch touch = Input.GetTouch(0); + DetectTouchDoubleTap(); + + if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) + { + // Radiate from the camera position + Ray ray = Camera.main.ScreenPointToRay(touch.position); + RaycastHit hit; + + // If the ray hits the object + if (Physics.Raycast(ray, out hit)) + { + // Get the Selected Object + GameObject selectedObject = hit.collider.gameObject; + + // Print the Selected object name + Debug.Log("Tapped on: " + selectedObject.name); + if (selectedObject == lastSelectedObject) + return; + + // Reset the last selected object color + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if (source) + source.Stop(); + MMVibrationManager.StopAllHaptics(); + Renderer lastRenderer = lastSelectedObject.GetComponent(); + if (lastRenderer != null) + { + lastRenderer.material.color = Color.white; + } + } + + + // Change the currently selected object color + source = selectedObject.GetComponent(); + if (source) + source.Play(); + + string name = selectedObject.transform.parent.name; + if (!ignoreLst.Contains(name)) + { + objName = name; + SpeakFeedbackVerbal(name); + MMVibrationManager.ContinuousHaptic(1f, 1f, 0.1f, HapticTypes.Failure, this, true); + } + Renderer objectRenderer = selectedObject.GetComponent(); + if (objectRenderer != null) + { + objectRenderer.material.color = Color.red; + } + + // Records the currently selected object + lastSelectedObject = selectedObject; + } + } + } + else + { + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if (source) + source.Stop(); + } + } +#endif + +#if UNITY_EDITOR + if (Input.GetMouseButtonDown(0)) + { + + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + + if (Physics.Raycast(ray, out hit)) + { + + GameObject selectedObject = hit.collider.gameObject; + + + Debug.Log("Clicked on: " + selectedObject.name); + + + if (lastSelectedObject != null) + { + source = lastSelectedObject.GetComponent(); + if(source) + source.Stop(); + Renderer lastRenderer = lastSelectedObject.GetComponent(); + if (lastRenderer != null) + { + lastRenderer.material.color = Color.white; + } + } + + + source = selectedObject.GetComponent(); + if (source) + source.Play(); + SpeakFeedbackVerbal(selectedObject.transform.parent.name); + Debug.LogError("=========Speek " + selectedObject.gameObject.name); + Renderer objectRenderer = selectedObject.GetComponent(); + if (objectRenderer != null) + { + objectRenderer.material.color = Color.red; + } + + + lastSelectedObject = selectedObject; + } + } +#endif + } + + /// + /// The function uses TextToSpeech function from UAP Accessibility Plugin to speak a text + /// + public void SpeakFeedbackVerbal(string text) + { + // if hit any new object and the name callout of another object is + // not finished, we manually cut that callout + StopVerbalFeedback(); + + // play the new callout + if (!UAP_AccessibilityManager.IsSpeaking()) + { + UAP_AccessibilityManager.Say(text, true, true, UAP_AudioQueue.EInterrupt.All); + } + } + + + /// + /// The function will stop any verbal speech which is playing by using UAP + /// + public void StopVerbalFeedback() + { + if (UAP_AccessibilityManager.IsSpeaking()) + UAP_AccessibilityManager.StopSpeaking(); + } + + + private void DetectMouseDoubleClick() + { + // Detect the start of the click + if (Input.GetMouseButtonDown(0)) + { + // Get current time + float currentTime = Time.time; + + // Check the time interval between clicks + if (currentTime - lastClickTime <= doubleClickTime) + { + SceneJumpHelper.ResetThenSwitchScene(mainMenu); // do all the resets needed then back to the main menu + } + + // Update the time of last click + lastClickTime = currentTime; + } + } + + private void DetectTouchDoubleTap() + { + if (Input.touchCount == 1) + { + Touch touch = Input.GetTouch(0); + + // Detect the start of the touch + if (touch.phase == TouchPhase.Began) + { + // Get current time + float currentTime = Time.time; + + // Check the time interval between touches + if (currentTime - lastClickTime <= doubleClickTime) + { + // double click detected + SceneManager.LoadScene(mainMenu); + } + + // Update the time of last touch + lastClickTime = currentTime; + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Layout/LayoutLearner.cs.meta b/Assets/Scripts/Layout/LayoutLearner.cs.meta new file mode 100644 index 0000000..7ed0625 --- /dev/null +++ b/Assets/Scripts/Layout/LayoutLearner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 807505c8484404615ab4e0e12c575541 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling.meta b/Assets/Scripts/Modeling.meta new file mode 100644 index 0000000..5c75b00 --- /dev/null +++ b/Assets/Scripts/Modeling.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 81a041b5a275949ad960979fad8c155f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs new file mode 100644 index 0000000..6921404 --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs @@ -0,0 +1,162 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + + + +public class GenerateEmbeddedObject : MonoBehaviour +{ + /// + /// The padding size (in Meter) between "Inside" and "Outside" on one axis. + /// padValue is the sum of padding on both side of an axis. + /// padValue will be used when "size >= sizeForUsingPct". + /// Default: 0.3f + /// + float padValue = 0.3f; + + /// + /// X% value which will be used to calculate the padding size (in Meter) between "Inside" and "Outside" objects. + /// padPct will be used when "size <= sizeForUsingPct" + /// Default: 0.8f + /// + float padPct = 0.8f; + + /// + /// A threshold value: if size below it, use "padPct", and if not, use "padValue" + /// Default: 0.2f + /// + float sizeForUsingPct = 0.2f; + + /// + /// A dictionary store the standard Actual-Size (in Meter) of different types of collider + /// + Dictionary dictStdActualSize = new Dictionary() + { + { "Cube", new Vector3(1f, 1f, 1f)}, + { "Sphere", new Vector3(1f, 1f, 1f)}, + { "Capsule", new Vector3(1f, 2f, 1f)}, + { "Cylinder", new Vector3(1f, 2f, 1f)}, + }; + + + + /// + /// Generate all the embedded structures at the time the App awake + /// + + void Awake() + { + RecGenerateForOutsideObjs(transform); + } + + + /// + /// A Recursive function for finding all descendents named "Outside" for current obj + /// and generate embedded structure for all the obj parts. + /// + + void RecGenerateForOutsideObjs(Transform currObj) + { + if (currObj.name == "Outside") + GenerateForOneOutsideObj(currObj); + else if (currObj.childCount == 0) + return; + else + { + foreach (Transform child in currObj) + RecGenerateForOutsideObjs(child); + } + } + + + /// + /// Function generates "inside obj" for one "outside obj" to create the embedded structure + /// + + void GenerateForOneOutsideObj(Transform outsideObj) + { + /* Step 1. Make a copy of "Outside" Obj -> name it "Inside" */ + Transform insideObj = Instantiate(outsideObj); // Duplicate the "OutsideObj" and name it as "InsideObj" + insideObj.name = "Inside"; + + /* Step 2. Move the "Outside" Obj to the same position as "Outside" Obj */ + insideObj.SetParent(outsideObj.transform); // Temporarily set the outsideObj as the parent of insideObj + insideObj.localPosition = Vector3.zero; // Sync the insideObj to the position of OutsideObj + + /* Step 3. Set the sacle for OutsideObj */ + SetInsideScale(ref insideObj, ref outsideObj); // Set scale for the Inside object + + /* Step 4. Sync the Position and Rotaion (EulerAngles) */ + insideObj.localPosition = outsideObj.localPosition; + insideObj.localEulerAngles = outsideObj.localEulerAngles; + } + + + /// + /// Function for setting scale for generated inside object + /// + + protected virtual void SetInsideScale(ref Transform insideObj, ref Transform outsideObj) + { + Vector3 outActualSize = GetActualSize(outsideObj); // Actual-Size (in Meter) of the Outside object + Vector3 outLocalScale = outsideObj.localScale; // Local-Scale (in Unity unit) of the Outside object + Vector3 inLocalScale = new Vector3(ScaleCalc(outActualSize.x, outLocalScale.x), + ScaleCalc(outActualSize.y, outLocalScale.y), + ScaleCalc(outActualSize.z, outLocalScale.z)); + insideObj.SetParent(outsideObj.parent); // Set the parent of "OutsideObj" to be the parent of "InsideObj", so that they become parallel objects + insideObj.localScale = inLocalScale; + } + + + /// + /// Function gets Actual-Size of an object (in Meter) + /// + + protected Vector3 GetActualSize(Transform obj) + { + /* Get the shape type of the object (Cube, Sphere, Cylinder, Capsule) */ + string objShapeType = obj.GetComponent().mesh.name.Replace(" Instance", ""); + + /* Get the standard Actual-Size of the current object based on its shape type */ + Vector3 stdActualSize = dictStdActualSize[objShapeType]; + + /* Get scale of current object */ + Vector3 scale = obj.localScale; + Transform tempTrans = obj.transform; + while (tempTrans != tempTrans.root) + { + scale = Vector3.Scale(scale, tempTrans.parent.localScale); // Multiply two vectors + tempTrans = tempTrans.parent; + } + + /* Transform the scale of this object to Actual-Size (in Meter) */ + Vector3 objActualSize = Vector3.Scale(scale, stdActualSize); + + return objActualSize; + } + + + /// + /// A calculator return an appropraite size for an axis of Inside object, + /// given the size of one axis of an Outside object. + /// + + protected float ScaleCalc(float oldActualSize, float oldLocalScale) + { + float newLocalScale = -1f; + + if (oldActualSize <= sizeForUsingPct) // If the size is too small + { + newLocalScale = oldLocalScale * (1 - padPct); + } + else // If the size big enough + { + float ratio = (oldActualSize - padValue) / oldActualSize; // ratio of "new size" / "old size" + newLocalScale = oldLocalScale * ratio; + } + return newLocalScale; + } + + +} \ No newline at end of file diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta new file mode 100644 index 0000000..5214f97 --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72f24b029e0cb4a8d86a808cffcc8765 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs new file mode 100644 index 0000000..bd741ec --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class GenerateEmbeddedWall : GenerateEmbeddedObject +{ + /// + /// The only difference between "generating embedded object" vs. "generating embedded wall" + /// is how they calculate the scale of the object (x,y,z) + /// + + protected override void SetInsideScale(ref Transform insideObj, ref Transform outsideObj) + { + Vector3 outActualSize = GetActualSize(outsideObj); // Actual-Size (in Meter) of the Outside object + Vector3 outLocalScale = outsideObj.localScale; // Local-Scale (in Unity unit) of the Outside object + + /* Find out the axis (x, y, z) which represents the wall thickness */ + int idxOfMin = 0; + float minVal = outActualSize[idxOfMin]; + for (int i = 0; i < 3; ++i) + { + if (outActualSize[i] < minVal) + { + minVal = outActualSize[i]; + idxOfMin = i; + } + } + + /* Only change the wall thickness for the Inside object (Don't change Height and Length) */ + Vector3 inLocalScale = outLocalScale; + for (int i = 0; i < 3; ++i) + { + if (i == idxOfMin) + inLocalScale[i] = ScaleCalc(outActualSize[i], outLocalScale[i]); + } + insideObj.SetParent(outsideObj.parent); // Set the parent of "OutsideObj" to be the parent of "InsideObj", so that they become parallel objects + insideObj.localScale = inLocalScale; + + } + +} diff --git a/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta new file mode 100644 index 0000000..71f15bf --- /dev/null +++ b/Assets/Scripts/Modeling/GenerateEmbeddedWall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 650d56ad5863d425e8e73aba4a5bd38b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Modeling/RandomGeneratePrefab.cs b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs new file mode 100644 index 0000000..a4feb1d --- /dev/null +++ b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs @@ -0,0 +1,130 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Random = System.Random; + +public class RandomGeneratePrefab : MonoBehaviour +{ + GameObject[] prefabs; + GameObject prefab; + Vector3 prefabPosition; + + Random rnd = new Random(); + int[,] Position = new int[10,10]; + int tens; + int ones; + + + void Start() + { + /* A list to store all the prefabs for generating later */ + prefabs = new GameObject[4]; + + /* An empty gameObject in the scene which stores all the prefab gameObjects */ + GameObject prefabRepo = GameObject.Find("PrefabRepository"); + + /* Adding prefabs from repository to the "prefabs" list in the script */ + /* Adjust the size of "prefabs" */ + for (int i = 0; i < prefabs.Length; ++i) + { + prefabs[i] = prefabRepo.transform.GetChild(i).gameObject; + prefabs[i].transform.localScale = new Vector3(0.7f,0.7f,0.7f); + } + + /*In this scene, only special prefabs are required to randomly generate, the position of the existing objects*/ + /*should be marked in the Postion(2D array)*/ + Position[6, 7] = 1; + Position[6, 8] = 1; + Position[6, 9] = 1; + Position[7, 0] = 1; + Position[8, 0] = 1; + Position[9, 0] = 1; + Position[7, 2] = 1; + Position[7, 3] = 1; + Position[7, 7] = 1; + Position[7, 8] = 1; + Position[7, 9] = 1; + Position[8, 7] = 1; + Position[8, 8] = 1; + Position[8, 9] = 1; + Position[9, 7] = 1; + Position[9, 8] = 1; + Position[9, 9] = 1; + + for (int i = 0; i < prefabs.Length; ++i) + { + GenerateObject(i); + } + + /*These codes are only used for test to guarantee the prefabs are created in the right position*/ + //prefabPosition = new Vector3(-7, 0.5f, -8); + //prefab = Instantiate(prefabs[0], prefabPosition, Quaternion.Euler(0, 90, 0)); + } + + + /*Based on the amount of prefabs need to be generated, get the random number the create the prefabs*/ + /*In order to keep the certain distance between each prefabs, when one prefab is created, the small pieces of*/ + /*around this prefab should also be marked "already occupied"*/ + void GenerateObject(int number) + { + CreateRandomNum(); + while (Position[tens, ones] == 1) + { + CreateRandomNum(); + } + Position[tens, ones] = 1; + + + if (tens == 0 && ones == 0) + { + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens == 0 && ones >0 && ones <9) + { + Position[tens, ones - 1] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens > 0 && tens < 9 && ones == 0) + { + Position[tens - 1, ones] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + if (tens > 0 && tens < 9 && ones >0 && ones <9) + { + Position[tens - 1, ones] = 1; + Position[tens, ones - 1] = 1; + Position[tens - 1, ones - 1] = 1; + Position[tens, ones + 1] = 1; + Position[tens + 1, ones] = 1; + Position[tens + 1, ones + 1] = 1; + } + + + prefabPosition = new Vector3(-1 * tens, 0.5f, -1 * ones); + prefab = Instantiate(prefabs[number], prefabPosition, Quaternion.Euler(0, 90, 0)); + + } + + /*This function are used to get the random number*/ + void CreateRandomNum() + { + int randomNum = rnd.Next(1,100); + tens = randomNum / 10; + ones = randomNum % 10; + + /*ONlY FOR TEST*/ + //Debug.Log("randomNum: "+ randomNum); + //Debug.Log("tens: " + tens); + //Debug.Log("ones: " + ones); + } + +} diff --git a/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta new file mode 100644 index 0000000..5cdca52 --- /dev/null +++ b/Assets/Scripts/Modeling/RandomGeneratePrefab.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ad221e181d51948d18bfe1d0180845b6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation.meta b/Assets/Scripts/Navigation.meta new file mode 100644 index 0000000..bdc8039 --- /dev/null +++ b/Assets/Scripts/Navigation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 75e6ef7220e80475d87611a48113d0f5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavSpeakerManager.cs b/Assets/Scripts/Navigation/NavSpeakerManager.cs new file mode 100644 index 0000000..d2b764f --- /dev/null +++ b/Assets/Scripts/Navigation/NavSpeakerManager.cs @@ -0,0 +1,185 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +public class NavSpeakerManager : MonoBehaviour +{ + AudioSource audioSource; // The audioSource which carried by the NavSpeaker + + readonly static bool d_AudioContinuity = false; // Default value of navSpeaker's audio continuity + bool isContinuousAudio = d_AudioContinuity; + +#region Pitch Change Related Variables + + bool wantPitchChangeOnFocus = true; // bool variable indicates if developer wants the audioSource's pitch to change + + float originPitch; // The original value of pitch on NavSpeaker + readonly float pitchMulti = 1.5f; // [Default = 1.5f] Multiplier to apply to pitch when it's focused by user head + + HeadCaster headCaster; // A class on user's head which is used for casting ray/capsule/etc... + + bool focusStatus = false; // The focus status (TRUE/ FALSE) of the current frame + bool lastFocusStatus = false; // The focus status (TRUE/ FALSE) in the last frame + +#endregion + + + // Awake is called before all any other functions in Unity execution sequence + void Awake() + { + /* Initialize the audioSource on NavSpeaker */ + audioSource = GetComponent(); + + /* Making the NavSpeaker completely invisible when the game start */ + GetComponent().enabled = false; + + /* Instantiate a reference to the caster class on User's head */ + headCaster = GameObject.Find("User/Head").GetComponent(); + + /* The original pitch of audioSource on NavSpeaker */ + originPitch = audioSource.pitch; + } + + + /// + /// Function is called on every frame + /// + void Update() + { + /* If user want the pitch to change, we dynamically + * change pitch based on "if user head focus on + * NavSpeaker's direction or not" */ + if (wantPitchChangeOnFocus) + OnFocusChange(); + } + + + /// + /// Function do something when the NavSpeaker is "focused/unfocused" by user's head + /// "Focus" means the "user head is facing the direction of navSpeaker". + /// When focus status is changed, we change the pitch of audioSource of navSpeaker. + /// + void OnFocusChange() + { + /* Get all hits information from head's absolute front capsule cast */ + RaycastHit[] hits = headCaster.AbsFrontCapsuleHits; + + /* If this specific NavSpeaker is hitted by capsule cast. + * It means the user head is "facing" the direction of NavSpeaker + * Thus, the focus status is TRUE. Otherwise, FALSE */ + if (hits != null && Array.Exists(hits, hit => hit.transform == transform)) + focusStatus = true; + else + focusStatus = false; + + /* When the focus status on this frame is changed comparing to that of last frame + * We will try to change pitch of NavSpeaker audioSource if the focus status is changed */ + if (focusStatus != lastFocusStatus) + ChangePitchBasedOnFocus(); + + /* Update "lastFocusStatus" boolean variable */ + lastFocusStatus = focusStatus; + } + + + /// + /// Change the pitch of NavSpeaker + /// + void ChangePitchBasedOnFocus() + { + if (focusStatus) + audioSource.pitch = originPitch * pitchMulti; // If focusStatus is TRUE, raise the pitch + else + audioSource.pitch = originPitch; // If focusStatus is FALSE, revert pitch back to original + } + + + /// + /// Getter and setter of "wantPitchChangeOnFocus" boolean variable + /// + public bool WantPitchChangeOnFocus + { + get { return wantPitchChangeOnFocus; } + set { wantPitchChangeOnFocus = value; } + } + + + /// + /// Getter and Setter function of "isContinuousAudio" boolean variable + /// + public bool IsContinuousNavAudio + { + get { return isContinuousAudio; } + set { isContinuousAudio = value; } + } + + + /// + /// Function for transport the NavSpeaker to a specific position indicated + /// + public void TransportNavSpeaker(Vector3 destinationPoint) + { + /* The y-axis (height) of NavSpeaker will stay at 2 */ + Vector3 adjustedPoint = new Vector3(destinationPoint.x, 2, destinationPoint.z); + + /* Transport the NavSpeaker */ + transform.position = adjustedPoint; + } + + + /// + /// Function to play the navigational audio + /// + public void PlayNavAudio() + { + if (isContinuousAudio) + { + /* Try to unpause first if no audio is playing */ + if (!IsPlaying()) + audioSource.UnPause(); + + /* If after the unpause, the audio is not playing + * ===> it means the audio is never played + * ===> so call Play() function to play it */ + if (!IsPlaying()) + audioSource.Play(); + } + else + audioSource.Play(); + } + + + /// + /// Function to stop the navigational audio + /// + public void StopNavAudio() + { + /* If "audio need to be continuous" ===> pause the audio + * Otherwise ===> stop the audio */ + if (isContinuousAudio) + audioSource.Pause(); + else + audioSource.Stop(); + } + + + /// + /// Function returns whether the navigation audio is playing + /// + public bool IsPlaying() + { + return audioSource.isPlaying; + } + + + /// + /// Function reverts the "audio continuity" of navSpeaker to its default value + /// + public void RevertAudioContinuity() + { + isContinuousAudio = d_AudioContinuity; + } + +} + diff --git a/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta b/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta new file mode 100644 index 0000000..29fc209 --- /dev/null +++ b/Assets/Scripts/Navigation/NavSpeakerManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5c9aecf729a164acaa5c82640fe2cb44 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/NavigationManager.cs b/Assets/Scripts/Navigation/NavigationManager.cs new file mode 100644 index 0000000..84fbd8e --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs @@ -0,0 +1,352 @@ +/******************************************************************/ +/* Programmer: MRCane Development Team */ +/* Date: June 14th, 2022 */ +/* Class: NavigationManager */ +/* Purpose: */ +/* The class controls the navigation system. */ +/* The navigation system will not start automatically. Developers */ +/* need to call the "RestartNavigation" to start the system. */ +/******************************************************************/ + + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; + +public class NavigationManager : MonoBehaviour +{ + bool isRunning = false; // bool variable indicates whether a navigation tour from this navigation system is running or not + + public bool useDefaultMessage = false; // bool variable indicates whether speak the default message when starting and ending the navigation system + public bool isRoundTour = false; // bool variable indicates whether this navigation system is for providing a round tour + + List wayPointsTrans = new List(); // a list stores all waypoints' transforms in this scene + int numWayPoints; // number of way points in the scene + + int idxActivePoint; // track the index of active wayPoint + + CaneContact caneContact; // cane contact script on Avatar's cane. Will add objects in navigation system to its doNotDetect list + NavSpeakerManager speakerManager; // Manager takes care of NavSpeaker + + VerbalManager_General verbalManager_General; // the manager who speak out loud to generally introduce the navigation system + readonly string beginWordsRound = "Welcome to navigation session. Please follow the drum beats 3D sound to take a round tour."; + readonly string beginWordsNotRound = "Welcome to navigation session. Please follow the drum beats 3D sound to take a tour."; + readonly string endWordsRound = "Navigation End! You are now at your starting position. Thanks for using!"; + readonly string endWordsNotRound = "Navigation End! Thanks for using!"; + + + #region private functions + + /// + /// Function runs when awake. Awake is the first function to be called in unity execution sequence + /// + void Awake() + { + /* Initial setups which must be done before doing anything in navigation system */ + InitSetup(); + } + + + /// + /// Function does multiple essential initial setups for the navigation system, before it can do anything + /// For example: initialize several objects, get all way points information, and making objects from + /// navigation system cannot be detected by cane + /// + void InitSetup() + { + caneContact = GameObject.Find("/User/GripPoint/Cane").GetComponent(); + speakerManager = transform.Find("NavSpeaker").GetComponent(); // get the child NavSpeaker + verbalManager_General = GetComponent(); // get the verbal manager script which is attached to the Navigation System + + CollectWayPointsInfo(); // get all info about waypoints in the scene + AddToNotDetect(); // add to "objDoNotDetect" list on cane, so cane won't provide feedback for object in NavigationSystem + } + + + /// + /// Function initialize the navigation system. + /// It only activate wayPoint at index 0. + /// + void InitNavigation() + { + /* [Extra Note] + * + * The wayPoints in the scene are set to inactive when they awake. + * The "set to inactive" process happens in the "WayPointManager.cs" script. + * + * However, it's possible that the navigation system is called to restart by developer before + * a previous navigation system is ended ===> taking this very sepcial scenario into account, + * we set all wayPoints to inactive everytime when restarting the navigation system. + */ + DeactivateAllPoints(); + + /* Activate the 1st wayPoint when initialize the system */ + idxActivePoint = 0; + ActivatePointByIndex(idxActivePoint); + } + + + /// + /// Function finishes a navigation tour after the last + /// wayPoint in that tour has been triggered. When call + /// this function, the variable "idxActivePoint" must + /// >= "numWayPoints - 1" + /// + void FinishTour() + { + if (idxActivePoint >= numWayPoints - 1) // only run the following when wayPoints run out, which means the navigation tour needs to finish + { + DeactivatePointByIndex(idxActivePoint); // deactivate the current wayPoint + + /* Convey the default ending message to user */ + if (useDefaultMessage) + { + if (isRoundTour) + verbalManager_General.Speak(endWordsRound); + else + verbalManager_General.Speak(endWordsNotRound); + } + + isRunning = false; // set "isRunning" variable to FALSE when a tour is finished + } + } + + + /// + /// Function gets transforms of all waypoints in the scene + /// + void CollectWayPointsInfo() + { + // if there's no wayPoint trans in the "wayPointsTrans" list, add them + if (wayPointsTrans.Count == 0) + { + numWayPoints = transform.Find("WayPoints").childCount; // number of waypoints in the scene + for (int i = 0; i < numWayPoints; ++i) + wayPointsTrans.Add(transform.Find("WayPoints").GetChild(i)); + } + } + + + /// + /// Function adds objects of "Navigation System" to not detect list on Avatar's cane + /// So it won't trigger feedback when cane hits them + /// + void AddToNotDetect() + { + /* Add the NavSpeaker */ + if (!caneContact.objDoNotDetect.Contains("NavSpeaker")) + caneContact.objDoNotDetect.Add("NavSpeaker"); + + /* Add the wayPoints */ + foreach (Transform trans in wayPointsTrans) + { + string pointName = trans.name; + if (!caneContact.objDoNotDetect.Contains(pointName)) + caneContact.objDoNotDetect.Add(pointName); + } + } + + + /// + /// Function deactivates one wayPoint by its index + /// + void DeactivatePointByIndex(int idx) + { + wayPointsTrans[idx].gameObject.SetActive(false); + } + + + /// + /// Function activates one wayPoint by its index + /// + void ActivatePointByIndex(int idx) + { + wayPointsTrans[idx].gameObject.SetActive(true); + } + + #endregion private functions + + + #region public functions + + /// + /// Function deactivates all the wayPoints + /// + public void DeactivateAllPoints() + { + foreach (Transform pointTrans in wayPointsTrans) + pointTrans.gameObject.SetActive(false); + } + + + /// + /// Function deactivates all the wayPoints + /// + public void ActivateAllPoints() + { + foreach (Transform pointTrans in wayPointsTrans) + pointTrans.gameObject.SetActive(true); + } + + + /// + /// Getter of the isRunning boolean value + /// + public bool IsRunning + { + get { return isRunning; } + } + + + /// + /// + /// Function kill the current active navigation system and start a new one. + /// If no existing navigation system is running, the function will just start a + /// new navigation session + /// + /// Usage: + /// Can be called from other class to start a navigation session + /// + /// + public void RestartNavSystem() + { + isRunning = true; // this navigation system is started, so change variable "isRunning" to TRUE + + InitNavigation(); // initialize all wayPoints => index 0 is activated, and the rest will all be deactivated + + /* Convey the default beinging message to user */ + if (useDefaultMessage) + { + if (isRoundTour) + verbalManager_General.Speak(beginWordsRound); + else + verbalManager_General.Speak(beginWordsNotRound); + } + } + + + /// + /// Function completely shuts down a navigation session. + /// Deactivating all way points of the system, and stop the audio from navigation speaker. + /// It can be called from other functions for ending a navigation system at developer's needs. + /// + public void EndNavSystem() + { + /* Deactivate all way points */ + DeactivateAllPoints(); + + /* Stop sound playing from Nav Speaker */ + speakerManager.StopNavAudio(); + + /* Update isRunning variable */ + isRunning = false; + } + + + /// + /// Function deactivates current way point and activate the next + /// Will be called from the way point which hit the Avatar's body + /// + public void NextPoint() + { + if (idxActivePoint < numWayPoints - 1) // if more wayPoints are available + { + DeactivatePointByIndex(idxActivePoint); // deactivate the current wayPoint + ActivatePointByIndex(++idxActivePoint); // activate the next wayPoint by its index + } + else // if no more wayPoints ===> deactivate the active one + FinishTour(); // finishing a navigation tour + } + + + /// + /// Function plays 3D sound from all way points one-by-one at its original or reversed order + /// + /// [Parameters] + /// 1.reverseOrder = boolean variable indicates whether play sound from way points in reverse order or not + /// 2. waitTime = the time (in seconds) of waiting for playing sound from next wait point after playing a previous one + /// + /// [Note on returned value] + /// This async function returns a boolean variable TRUE when the process is done. + /// + /// Developers can create a async function in their class. + /// In that function, developer can wait for this function to be done before doing any other things + /// For example ===> "await x = PlayAllWayPoints();" + /// + /// If developers can also call this function in an synchronized function in their class. + /// For example ===> "_ = PlayAllWayPoints();" + /// + + public async Task PlayAllWayPoints(bool reverseOrder = false, float waitTime = 1f) + { + /* User input of "waitTime" is in second, we need to cast it + * into milliseconds before feeding to Task.Delay() function */ + int newWaitTime = (int)(waitTime * 1000); + + /* A list of way points to play (reverse it if needed) */ + List pointsToPlayTrans = UsefulTools.ListDeepCopy(wayPointsTrans); + + if (reverseOrder) + pointsToPlayTrans.Reverse(); + + /* Play the way points in the list "pointsToPlayTrans" */ + foreach (Transform pointTrans in pointsToPlayTrans) + { + /* Activate way point and wait for a while only when application is active + * Once a way point is active, the 3D sound will play from it */ + if (Application.isPlaying) + { + pointTrans.gameObject.SetActive(true); + await Task.Delay(newWaitTime); + } + + /* Only deactivate an activated way point if the application is running. + * If the application is stopped, and an way point has been activated and + * the waitTime is undergoing ===> we don't deactivate this way point after + * the waiting time is completed */ + if (Application.isPlaying) + pointTrans.gameObject.SetActive(false); + } + + /* Stop playing audio from Nav Speaker if speakerManager object is not NULL */ + if (speakerManager) + speakerManager.StopNavAudio(); + + /* Return true when this way points playing process is done*/ + return true; + } + + + /// + /// + /// Set the continuity of the navigation audio. + /// "Continuity" means whether "restart a navigation audio" or "resume an paused navigation audio" + /// when calling "PlayNavAudio()" from NavSpeakerManager class. + /// + /// [Example] + /// The function can be called before calling PlayAllWayPoints() function. Then, the user will hear + /// continuous navigation audio when jumping from point to point. If the function SetNavAudioContinuity() + /// is not called ===> each time jumping to a new way point will restart the navigation audio again. + /// + /// + public void SetNavAudioContinuity(bool isContinuous = false) + { + if (speakerManager) + speakerManager.IsContinuousNavAudio = isContinuous; + } + + + /// + /// Function revert audio continuity of navSpeaker to its default value + /// + public void RevertAudioContinuity() + { + if (speakerManager) + speakerManager.RevertAudioContinuity(); + } + + #endregion public functions + +} + diff --git a/Assets/Scripts/Navigation/NavigationManager.cs.meta b/Assets/Scripts/Navigation/NavigationManager.cs.meta new file mode 100644 index 0000000..1305dd0 --- /dev/null +++ b/Assets/Scripts/Navigation/NavigationManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c21301fabf894a5aabe4c92c6727fcc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Navigation/WayPointManager.cs b/Assets/Scripts/Navigation/WayPointManager.cs new file mode 100644 index 0000000..5a95739 --- /dev/null +++ b/Assets/Scripts/Navigation/WayPointManager.cs @@ -0,0 +1,123 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.Threading.Tasks; + +public class WayPointManager : MonoBehaviour +{ + NavigationManager navManager; // Manager in charge of navigation system => will update the "collide with Avatar status" to NavigationManager + NavSpeakerManager speakerManager; // Manager takes care of NavSpeaker => will turn off its navigational sound when playing success music from wayPoint + + AudioSource audioSource; // The audioSource which carried by the wayPoint + + bool hitUser; // The variable track if the wayPoint hits the user avatar or not. Only the first hit counts + + + /// + /// Awake is called before all any other functions in Unity execution sequence + /// + /// [Detail] + /// For all wayPoints, we want them to be disabled when scene started, and when they + /// awake. So we call "SetActive" function in awake to disable all of them. They will + /// be activated by "NavigationManager" when it's needed + /// + /// + private void Awake() + { + /* Get the script of navigation manager */ + navManager = transform.root.GetComponent(); + + /* Get the script of navSpeaker manager from its own navigation system */ + speakerManager = transform.root.Find("NavSpeaker").GetComponent(); + + /* Get the AudioSource on wayPoint */ + audioSource = GetComponent(); + + /* Set the wayPoint itself to inactive */ + transform.gameObject.SetActive(false); + } + + + /// + /// Function called everytime when the wayPoint, which it attached to, become active + /// + private void OnEnable() + { + /* Set waypoint to "never ever hit an user" status whenever been newly activated */ + hitUser = false; + + /* Grab the navigation speaker to current waypoint and let it play sound */ + GrabNavSpeakerAndPlay(); + } + + + /// + /// When a wayPoint collided with Avatar's body, it will set "pointShouldBeActive" + /// variable in "NavigationManager.cs" to False. Then the "NavigationManager" will + /// know it's time to deactivate this wayPoint and activate the next (if available) + /// + private void OnCollisionEnter(Collision collision) + { + if (!hitUser) // if the wayPoint never hits user avatar + { + Collider collider = collision.collider; // get the collider + + if (collider.transform.root.name == "User" && collider.name == "Body") // if collided with Avatar's body + { + hitUser = true; // turn the hitUser boolean variable to TRUE, so it won't detect duplicated hits + + speakerManager.StopNavAudio(); // stop ongoing navigational music on NavSpeaker + audioSource.Play(); // playing success music from the wayPoint to tell the user they reach a waypoint + StartCoroutine(WaitForSound()); // wait for success music to finish before update status to navigation manager + } + } + } + + + /// + /// Wait the wayPoint to finish playing the success sounds, before + /// + private IEnumerator WaitForSound() + { + while (audioSource.isPlaying) // wait for the success music to play before taking other action + { + yield return null; + } + + navManager.NextPoint(); // once collided with Avatar's body, ask the Navigation Manager to set the current point to inactive, and set the next point to active + } + + + /// + /// Function grabs the navSpeaker to the current waypoint and play the audio in it + /// + void GrabNavSpeakerAndPlay() + { + Vector3 position = transform.position; // get position of current waypoint + speakerManager.TransportNavSpeaker(position); // transport the NavSpeaker to new wayPoint + speakerManager.PlayNavAudio(); // play navigation audio + } + + + /// + /// Function does things-to-do after triggering a way point + /// Will be used in "Way Point Tutorial" scene + /// + public async Task AfterTriggerWayPoint() + { + /* stop ongoing navigational music on NavSpeaker */ + speakerManager.StopNavAudio(); + + /* Playing success music from the wayPoint after triggering */ + audioSource.Play(); + + /* Wait for the success music to play before taking other action */ + while (audioSource && audioSource.isPlaying) + await Task.Yield(); + + /* Return true when the process above is done */ + return true; + } + +} + diff --git a/Assets/Scripts/Navigation/WayPointManager.cs.meta b/Assets/Scripts/Navigation/WayPointManager.cs.meta new file mode 100644 index 0000000..2494042 --- /dev/null +++ b/Assets/Scripts/Navigation/WayPointManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 12cd404a43b0b4ae1af4272aaa4b8e84 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs index cf0bd15..2a6097d 100644 --- a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs +++ b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs @@ -1,3 +1,325 @@ +// using System; +// using System.Collections; +// using System.Collections.Generic; +// using Unity.VisualScripting; +// using UnityEngine; +// using UnityEngine.SearchService; +// using UnityEngine.Tilemaps; +// using UnityEngine.UI; +// using UnityEngine.UIElements; + +// public class BuildingSystem : MonoBehaviour +// { +// public static BuildingSystem current; +// public GridLayout gridLayout; +// public Grid grid; +// [SerializeField] private Tilemap MainTilemap; +// [SerializeField] private TileBase whiteTile; + +// // Prefabs & Objects +// public GameObject prefab1; +// public GameObject prefab2; +// public GameObject Selected; + +// // Input Settings +// private float doubleClickTime = 0.3f; +// private float lastClickTime = 0f; + +// // Scaling Objects +// public enum size { small, medium, large } +// public UnityEngine.UI.Slider scaleSlider; +// size currentSize = size.small; + +// private PlaceableObject objectToPlace; +// public static int ObjectCount = 0; + +// #region Unity Methods + +// // UI References +// [SerializeField] public GameObject content; +// [SerializeField] private GameObject objectPlacement; +// [SerializeField] private GameObject objectScale; +// [SerializeField] private GameObject saveLoad; +// [SerializeField] private GameObject homeBtn; +// [SerializeField] private GameObject trashBtn; +// Color defaultColor; + +// // PlacementSystem Fields +// [SerializeField] private GameObject mouseIndicator; +// [SerializeField] private InputManager inputManager; +// [SerializeField] private GameObject gridVisualization; +// [SerializeField] private GameObject SelectionBox; + +// private void Awake() +// { +// current = this; +// grid = gridLayout.gameObject.GetComponent(); +// } + +// private void Start() +// { +// Transform transformBtn = content.transform.GetChild(0); +// UnityEngine.UI.Button btn = transformBtn.GetComponent(); +// defaultColor = btn.GetComponent().color; + +// unhighlightButtons(); + +// } + +// private void Update() +// { +// if (Input.GetMouseButtonDown(0)) +// { +// if (IsDoubleClick()) +// { +// if (objectToPlace != null && CanBePlaced(objectToPlace)) +// { +// objectToPlace.Place(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// TakeArea(start, objectToPlace.Size); +// } +// } +// else +// { +// SelectObject(); +// } +// } + +// if (scaleSlider != null && objectToPlace != null) +// { +// scaleSlider.value = objectToPlace.transform.localScale.x; +// scaleSlider.onValueChanged.AddListener(UpdateScale); +// } + +// if (!objectToPlace) +// { +// return; +// } + +// Vector3 mousePosition = inputManager.GetSelectedMapPosition(); +// Vector3Int gridPosition = grid.WorldToCell(mousePosition); + +// if (mouseIndicator != null) +// { +// mouseIndicator.transform.position = grid.GetCellCenterWorld(gridPosition); +// } +// } + +// #region Utils + +// public static Vector3 GetMouseWorldPosition() +// { +// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); +// if (Physics.Raycast(ray, out RaycastHit raycastHit)) +// { +// return raycastHit.point; +// } +// else +// { +// return Vector3.zero; +// } +// } + +// public Vector3 SnapCoordinationToGrid(Vector3 position) +// { +// Vector3Int cellPos = gridLayout.WorldToCell(position); +// position = grid.GetCellCenterWorld(cellPos); +// return position; +// } + +// private void UpdateScale(float newScale) +// { +// Vector3 currentScale = objectToPlace.transform.localScale; +// objectToPlace.transform.localScale = new Vector3(newScale, currentScale.y, currentScale.z); +// } + +// private static TileBase[] GetTilesBlock(BoundsInt area, Tilemap tilemap) +// { +// TileBase[] array = new TileBase[area.size.x * area.size.y * area.size.z]; +// int counter = 0; + +// foreach (var v in area.allPositionsWithin) +// { +// Vector3Int pos = new Vector3Int(v.x, v.y, z: 0); + +// array[counter] = tilemap.GetTile(pos); +// counter++; +// } + +// return array; +// } + +// private bool IsDoubleClick() +// { +// bool isDouble = Time.time - lastClickTime < doubleClickTime; +// lastClickTime = Time.time; +// return isDouble; +// } + +// #endregion // Utils + +// #region Building Placement + +// public void RotateSelected() +// { +// if (Selected) objectToPlace.Rotate(); +// } + +// public void ClearObjectToPlace() +// { +// objectToPlace = null; +// unhighlightButtons(); +// } + +// public void DestroySelected() +// { +// if (Selected) +// { +// Destroy(objectToPlace.gameObject); +// Selected = null; +// objectToPlace = null; +// unhighlightButtons(); +// } +// } + +// public void PlaceSelected() +// { +// if (Selected) +// { +// if (CanBePlaced(objectToPlace)) +// { +// objectToPlace.Place(); +// Selected = null; +// unhighlightButtons(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// TakeArea(start, objectToPlace.Size); +// } +// } +// } + +// private void unhighlightButtons() +// { +// objectPlacement.SetActive(false); +// objectScale.SetActive(false); +// saveLoad.SetActive(true); +// homeBtn.SetActive(true); +// trashBtn.SetActive(true); +// foreach (Transform child in content.transform) +// { +// UnityEngine.UI.Button btn = child.GetComponent(); +// if (btn != null) +// btn.GetComponent().color = defaultColor; +// } +// } + +// private void highlightButtons() +// { +// objectPlacement.SetActive(true); +// objectScale.SetActive(true); +// saveLoad.SetActive(false); +// homeBtn.SetActive(false); +// trashBtn.SetActive(false); +// foreach (Transform child in content.transform) +// { +// UnityEngine.UI.Button btn = child.GetComponent(); +// if (btn != null) +// btn.GetComponent().color = defaultColor; +// } +// } + +// public void InitializeWithObject(GameObject prefab) +// { +// Vector3 position = SnapCoordinationToGrid(Vector3.zero); + +// GameObject obj = Instantiate(prefab, position, Quaternion.identity); +// obj.name = prefab.name + " #" + ObjectCount++; + +// Renderer renderer = obj.GetComponent(); +// if (renderer != null) +// { +// position.y += renderer.bounds.extents.y; +// } +// obj.transform.position = position; + +// objectToPlace = obj.GetComponent(); +// obj.AddComponent(); + +// Selected = obj; + +// if (objectToPlace != null) +// objectToPlace.SetColor(new Color(0, 1, 0, 0.5f)); + +// unhighlightButtons(); +// } + +// private bool CanBePlaced(PlaceableObject placeableObject) +// { +// BoundsInt area = new BoundsInt(); +// area.position = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// area.size = placeableObject.Size; + +// TileBase[] baseArray = GetTilesBlock(area, MainTilemap); + +// foreach (var b in baseArray) +// { +// if (b == whiteTile) +// { +// return false; +// } +// } +// return true; +// } + +// private void SelectObject() +// { +// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); +// RaycastHit hit; + +// if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("PlaceableObject")) +// { +// Selected = hit.collider.gameObject; +// objectToPlace = Selected.GetComponent(); +// Debug.Log(Selected); +// Selected.AddComponent(); +// Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); +// UnfillArea(start, objectToPlace.Size); +// highlightButtons(); +// } +// } + +// public void TakeArea(Vector3Int start, Vector3Int size) +// { +// MainTilemap.BoxFill(start, whiteTile, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); +// } + +// public void UnfillArea(Vector3Int start, Vector3Int size) +// { +// MainTilemap.BoxFill(start, null, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); +// } + +// public void changeSize(size s) +// { +// GameObject obj = Selected; +// switch (s) +// { +// case size.small: +// obj.transform.localScale = new Vector3(1f, 1f, 1f); +// break; +// case size.medium: +// obj.transform.localScale = new Vector3(3f, 3f, 3f); +// break; +// case size.large: +// obj.transform.localScale = new Vector3(5f, 5f, 5f); +// break; +// default: +// break; +// } +// } + + +// } +// #endregion +// #endregion using System; using System.Collections; using System.Collections.Generic; @@ -11,89 +333,150 @@ public class BuildingSystem : MonoBehaviour { public static BuildingSystem current; - public GridLayout gridLayout; - private Grid grid; + public Grid grid; [SerializeField] private Tilemap MainTilemap; [SerializeField] private TileBase whiteTile; + // Prefabs & Objects public GameObject prefab1; public GameObject prefab2; + public GameObject Selected; - public GameObject Selected; // Line added by Bryan + // Input Settings private float doubleClickTime = 0.3f; private float lastClickTime = 0f; - - public enum size { small, medium, large} + // Scaling Objects + public enum size { small, medium, large } public UnityEngine.UI.Slider scaleSlider; - size currentSize = size.small; - private PlaceableObject objectToPlace; + public static int ObjectCount = 0; #region Unity Methods + // UI References + [SerializeField] public GameObject content; + [SerializeField] private GameObject objectPlacement; + [SerializeField] private GameObject objectScale; + [SerializeField] private GameObject saveLoad; + [SerializeField] private GameObject homeBtn; + [SerializeField] private GameObject trashBtn; + Color defaultColor; + + // PlacementSystem Fields + [SerializeField] private GameObject mouseIndicator; + [SerializeField] private InputManager inputManager; + [SerializeField] private GameObject gridVisualization; + [SerializeField] private GameObject SelectionBox; + private void Awake() { current = this; grid = gridLayout.gameObject.GetComponent(); } + private void Start() + { + Transform transformBtn = content.transform.GetChild(0); + UnityEngine.UI.Button btn = transformBtn.GetComponent(); + defaultColor = btn.GetComponent().color; + + unhighlightButtons(); + + } + private void Update() { + if (Input.GetKeyDown(KeyCode.Z)) + RotateSelected(); + if (Input.GetMouseButtonDown(0)) { - if (Time.time - lastClickTime < doubleClickTime) + if (IsDoubleClick()) + { + if (objectToPlace != null && !objectToPlace.Placed && CanBePlaced(objectToPlace)) + { + objectToPlace.Place(); + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(start, objectToPlace.Size); + objectToPlace = null; + Selected = null; + unhighlightButtons(); + } + } + else { - SelectObject(); + // Only select when no unplaced object is being dragged + if (objectToPlace == null || objectToPlace.Placed) + SelectObject(); } - lastClickTime = Time.time; } - if (scaleSlider != null && objectToPlace != null) { scaleSlider.value = objectToPlace.transform.localScale.x; scaleSlider.onValueChanged.AddListener(UpdateScale); } - - if (!objectToPlace) + // Space — place active object + if (Input.GetKeyDown(KeyCode.Space)) + { + if (objectToPlace != null && !objectToPlace.Placed && CanBePlaced(objectToPlace)) { - return; + objectToPlace.Place(); + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(start, objectToPlace.Size); + objectToPlace = null; + Selected = null; + unhighlightButtons(); } + } - if (Input.GetKeyDown(KeyCode.Z)) - { - currentSize = (size)(((int)currentSize + 1) % Enum.GetValues(typeof(size)).Length); - changeSize(currentSize); - } + if (Input.GetKeyDown(KeyCode.Z)) + objectToPlace?.Rotate(); - if (Input.GetKeyDown(KeyCode.Space)) + if (Input.GetKeyDown(KeyCode.Escape)) + { + if (Selected != null) { - if (CanBePlaced(objectToPlace)) - { - objectToPlace.Place(); - Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); - TakeArea(start, objectToPlace.Size); - } - else + UnityEngine.EventSystems.EventSystem.current?.SetSelectedGameObject(null); + + PlaceableObject po = Selected.GetComponent(); + if (po != null) { - Destroy(objectToPlace.gameObject); + Vector3Int start = gridLayout.WorldToCell(po.GetStartPosition()); + UnfillArea(start, po.Size); } + + ObjectDrag drag = Selected.GetComponent(); + if (drag != null) DestroyImmediate(drag); + + Destroy(Selected); + Selected = null; + objectToPlace = null; + unhighlightButtons(); } - else if (Input.GetKeyDown(KeyCode.Escape)) + } + if (objectToPlace == null || objectToPlace.Placed) { - Destroy(objectToPlace.gameObject); + return; } - } - #endregion + Vector3 mousePosition = inputManager.GetSelectedMapPosition(); + Vector3Int gridPosition = grid.WorldToCell(mousePosition); - #region Utils + if (mouseIndicator != null) + { + mouseIndicator.transform.position = grid.GetCellCenterWorld(gridPosition); + } + +} - public static Vector3 GetMouseWorldPosition() + #region Utils + + public static Vector3 GetMouseWorldPosition() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out RaycastHit raycastHit)) @@ -106,7 +489,7 @@ public static Vector3 GetMouseWorldPosition() } } - public Vector3 SnapCoordinationToGrid (Vector3 position) + public Vector3 SnapCoordinationToGrid(Vector3 position) { Vector3Int cellPos = gridLayout.WorldToCell(position); position = grid.GetCellCenterWorld(cellPos); @@ -124,32 +507,52 @@ private static TileBase[] GetTilesBlock(BoundsInt area, Tilemap tilemap) TileBase[] array = new TileBase[area.size.x * area.size.y * area.size.z]; int counter = 0; - foreach (var v in area.allPositionsWithin) { - Vector3Int pos = new Vector3Int(v.x, v.y, z:0); + foreach (var v in area.allPositionsWithin) + { + Vector3Int pos = new Vector3Int(v.x, v.y, z: 0); array[counter] = tilemap.GetTile(pos); counter++; } return array; - } - #endregion + private bool IsDoubleClick() + { + bool isDouble = Time.time - lastClickTime < doubleClickTime; + lastClickTime = Time.time; + return isDouble; + } + + #endregion // Utils #region Building Placement - // Lines added by Bryan + public void RotateSelected() { if (Selected) objectToPlace.Rotate(); } + public void ClearObjectToPlace() + { + objectToPlace = null; + Selected = null; + unhighlightButtons(); + } + public void DestroySelected() { if (Selected) { + if (objectToPlace != null && objectToPlace.Placed) + { + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + UnfillArea(start, objectToPlace.Size); + } Destroy(objectToPlace.gameObject); Selected = null; + objectToPlace = null; unhighlightButtons(); } } @@ -169,14 +572,6 @@ public void PlaceSelected() } } - [SerializeField] public GameObject content; - [SerializeField] private GameObject objectPlacement; - [SerializeField] private GameObject objectScale; - [SerializeField] private GameObject saveLoad; - [SerializeField] private GameObject homeBtn; - [SerializeField] private GameObject trashBtn; - Color defaultColor; - private void unhighlightButtons() { objectPlacement.SetActive(false); @@ -190,7 +585,9 @@ private void unhighlightButtons() if (btn != null) btn.GetComponent().color = defaultColor; } + PlaceableObject.UpdateAllObjectColors(); } + private void highlightButtons() { objectPlacement.SetActive(true); @@ -206,27 +603,31 @@ private void highlightButtons() } } - private void Start() - { - Transform transformBtn = content.transform.GetChild(0); - UnityEngine.UI.Button btn = transformBtn.GetComponent(); - defaultColor = btn.GetComponent().color; - - unhighlightButtons(); - } - public void InitializeWithObject(GameObject prefab) { Vector3 position = SnapCoordinationToGrid(Vector3.zero); GameObject obj = Instantiate(prefab, position, Quaternion.identity); + obj.name = prefab.name + " #" + ObjectCount++; + + Renderer renderer = obj.GetComponent(); + if (renderer != null) + { + position.y += renderer.bounds.extents.y; + } + obj.transform.position = position; + objectToPlace = obj.GetComponent(); obj.AddComponent(); - // Lines added by Bryan Selected = obj; + + if (objectToPlace != null) + objectToPlace.SetColor(new Color(0, 1, 0, 0.5f)); + unhighlightButtons(); } + private bool CanBePlaced(PlaceableObject placeableObject) { BoundsInt area = new BoundsInt(); @@ -244,29 +645,58 @@ private bool CanBePlaced(PlaceableObject placeableObject) } return true; } + private void SelectObject() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; - if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("Selectable")) + if (!Physics.Raycast(ray, out hit)) { - Selected = hit.collider.gameObject; - objectToPlace = Selected.GetComponent(); - Debug.Log(Selected); - Selected.AddComponent(); - Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); - UnfillArea(start, objectToPlace.Size); - highlightButtons(); + Debug.Log("SelectObject: raycast hit nothing"); + return; + } + + Debug.Log("SelectObject: hit " + hit.collider.gameObject.name + " tag=" + hit.collider.gameObject.tag); + + if (!hit.collider.gameObject.CompareTag("Selectable")) + { + Debug.Log("SelectObject: tag is not Selectable, skipping"); + return; } + // If clicking the already-selected object, do nothing + if (hit.collider.gameObject == Selected) return; + + // Re-fill tilemap for previously selected object before switching + if (Selected != null && objectToPlace != null && objectToPlace.Placed) + { + ObjectDrag oldDrag = Selected.GetComponent(); + if (oldDrag != null) DestroyImmediate(oldDrag); + Vector3Int oldStart = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(oldStart, objectToPlace.Size); + } + Selected = hit.collider.gameObject; + objectToPlace = Selected.GetComponent(); + Debug.Log("SelectObject: selected " + Selected.name); + + // DestroyImmediate so old ObjectDrag is gone before adding new one + ObjectDrag existing = Selected.GetComponent(); + if (existing != null) DestroyImmediate(existing); + Selected.AddComponent(); + + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + UnfillArea(start, objectToPlace.Size); + highlightButtons(); + PlaceableObject.UpdateAllObjectColors(); } public void TakeArea(Vector3Int start, Vector3Int size) { MainTilemap.BoxFill(start, whiteTile, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); } + public void UnfillArea(Vector3Int start, Vector3Int size) { MainTilemap.BoxFill(start, null, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); @@ -291,5 +721,7 @@ public void changeSize(size s) } } - #endregion + } +#endregion +#endregion \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs index 8bb7cd3..a040ba1 100644 --- a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs +++ b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.EventSystems; public class ClickToDelete : MonoBehaviour { @@ -10,23 +11,32 @@ void Start() { } - + // Update is called once per frame void Update() { - if (Input.GetMouseButtonDown(0)) + if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { - if (Input.GetMouseButtonDown(0)) + GameObject objectToDelete = hit.collider.gameObject; + if (deleteTool.activeSelf && objectToDelete.CompareTag("Selectable")) { - GameObject objectToDelete = hit.collider.gameObject; - if (deleteTool.activeSelf && objectToDelete.tag == "Selectable") - Destroy(objectToDelete); + // Clear tilemap so space isn't permanently blocked + PlaceableObject po = objectToDelete.GetComponent(); + if (po != null && po.Placed) + { + Vector3Int start = BuildingSystem.current.gridLayout.WorldToCell(po.GetStartPosition()); + BuildingSystem.current.UnfillArea(start, po.Size); + } + // Clear state so you can add new objects after deleting + if (BuildingSystem.current.Selected == objectToDelete) + BuildingSystem.current.ClearObjectToPlace(); + Destroy(objectToDelete); } } } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs new file mode 100644 index 0000000..1c51709 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs @@ -0,0 +1,163 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class DragSelectionBox : MonoBehaviour +{ + [SerializeField] private RectTransform selectionBoxUI; // UI element for the selection box + [SerializeField] private Camera mainCamera; + [SerializeField] private GameObject trashCan; // Reference to the trash can GameObject + [SerializeField] private Color selectionColor = new Color(0, 1, 0, 0.5f); // Green for normal selection + [SerializeField] private Color deletionColor = new Color(1, 0, 0, 0.5f); // Red for trash selection + + private Vector2 startMousePosition; + private Vector2 endMousePosition; + private bool isDragging; + private bool isSelectionMode = false; + + private void Start() + { + selectionBoxUI.GetComponent().color = selectionColor; + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(false); // Hide the selection box initially + } + } + + private void Update() + { + if (isSelectionMode) // Prevent dragging in selection mode + { + return; + } + + if (Input.GetMouseButtonDown(0)) // Start dragging + { + startMousePosition = Input.mousePosition; + isDragging = true; + + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(true); + + // Change the color of the selection box based on the trash can state + if (trashCan != null) + { + if (trashCan.activeSelf) + { + selectionBoxUI.GetComponent().color = deletionColor; // Red for trash selection + } + else + { + selectionBoxUI.GetComponent().color = selectionColor; // Green for normal selection + } + } + else + { + selectionBoxUI.GetComponent().color = selectionColor; // Default to green + } + } + } + + if (Input.GetMouseButton(0) && isDragging) // Update the selection box + { + endMousePosition = Input.mousePosition; + UpdateSelectionBox(); + } + + if (Input.GetMouseButtonUp(0)) // Finish dragging + { + isDragging = false; + + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(false); + } + + if (trashCan != null && trashCan.activeSelf) // Check if the trash can is active + { + SelectAndDeleteObjectsInBox(); + } + else + { + SelectObjectsInBox(); // Normal selection logic + } + } + } + + private void UpdateSelectionBox() + { + if (selectionBoxUI == null) return; + + Vector2 boxStart = startMousePosition; + Vector2 boxEnd = Input.mousePosition; + + Vector2 boxCenter = (boxStart + boxEnd) / 2; + Vector2 boxSize = new Vector2(Mathf.Abs(boxStart.x - boxEnd.x), Mathf.Abs(boxStart.y - boxEnd.y)); + + selectionBoxUI.position = boxCenter; + selectionBoxUI.sizeDelta = boxSize; + } + + private void SelectObjectsInBox() + { + Vector2 min = mainCamera.ScreenToWorldPoint(startMousePosition); + Vector2 max = mainCamera.ScreenToWorldPoint(endMousePosition); + + Collider[] colliders = Physics.OverlapBox( + (min + max) / 2, + new Vector3(Mathf.Abs(max.x - min.x) / 2, Mathf.Abs(max.y - min.y) / 2, 1), + Quaternion.identity, + LayerMask.GetMask("PlaceableObject") + ); + + List selectedObjects = new List(); + foreach (Collider collider in colliders) + { + PlaceableObject placeableObject = collider.GetComponent(); + if (placeableObject != null) + { + selectedObjects.Add(collider.gameObject); + } + } + } + + private void SelectAndDeleteObjectsInBox() + { + Vector2 min = mainCamera.ScreenToWorldPoint(startMousePosition); + Vector2 max = mainCamera.ScreenToWorldPoint(endMousePosition); + + Collider[] colliders = Physics.OverlapBox( + (min + max) / 2, + new Vector3(Mathf.Abs(max.x - min.x) / 2, Mathf.Abs(max.y - min.y) / 2, 1), + Quaternion.identity, + LayerMask.GetMask("PlaceableObject") + ); + + List selectedObjects = new List(); + foreach (Collider collider in colliders) + { + PlaceableObject placeableObject = collider.GetComponent(); + if (placeableObject != null) + { + selectedObjects.Add(collider.gameObject); + } + } + + DeleteSelectedObjects(selectedObjects); + } + + private void DeleteSelectedObjects(List selectedObjects) + { + foreach (GameObject obj in selectedObjects) + { + Destroy(obj); + } + } + + // Public method to toggle selection mode + public void SetSelectionMode(bool isEnabled) + { + isSelectionMode = isEnabled; + } +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta new file mode 100644 index 0000000..e23a6de --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82d2af5a2e0023a4fbf616dc4c7a81ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/GridData.cs b/Assets/Scripts/ObjectPlacement/GridData.cs new file mode 100644 index 0000000..4f2535f --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/GridData.cs @@ -0,0 +1,8 @@ +using System.Collections.Generic; +using System.Numerics; +using UnityEngine; + +//public class GridData +//{ +// Dictionary +//} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/GridData.cs.meta b/Assets/Scripts/ObjectPlacement/GridData.cs.meta new file mode 100644 index 0000000..c500190 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/GridData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8fc14dd5e9c32b478c2e8324b430d8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/InputManager.cs b/Assets/Scripts/ObjectPlacement/InputManager.cs new file mode 100644 index 0000000..fe094a4 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/InputManager.cs @@ -0,0 +1,40 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class InputManager : MonoBehaviour +{ + [SerializeField] + private Camera sceneCamera; + private Vector3 lastPosition; + [SerializeField] + private LayerMask placementLayermask; + + public event Action OnClicked, OnExit; + + private void Update() + { + if(Input.GetMouseButtonDown(0)) + OnClicked?.Invoke(); + if(Input.GetKeyDown(KeyCode.Escape)) + OnExit?.Invoke(); + } + + public bool IsPointerOverUI() + => EventSystem.current.IsPointerOverGameObject(); + + public Vector3 GetSelectedMapPosition() + { + Vector3 mousePos = Input.mousePosition; + mousePos.z = sceneCamera.nearClipPlane; + Ray ray = sceneCamera.ScreenPointToRay(mousePos); + RaycastHit hit; + if (Physics.Raycast(ray, out hit, 100, placementLayermask)) + { + lastPosition = hit.point; + } + return lastPosition; + } +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/InputManager.cs.meta b/Assets/Scripts/ObjectPlacement/InputManager.cs.meta new file mode 100644 index 0000000..ea0fce0 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/InputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8dc997f69585ae94f9cf9409d97c4e32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/ObjectDrag.cs b/Assets/Scripts/ObjectPlacement/ObjectDrag.cs index 68b2a67..7001f3a 100644 --- a/Assets/Scripts/ObjectPlacement/ObjectDrag.cs +++ b/Assets/Scripts/ObjectPlacement/ObjectDrag.cs @@ -5,15 +5,94 @@ public class ObjectDrag : MonoBehaviour { private Vector3 offset; + private float yOffset; + private PlaceableObject placeableObject; + private BoxCollider objectCollider; + + private void Start() + { + // Get the PlaceableObject component + placeableObject = GetComponent(); + + // Get collider for size calculations + objectCollider = GetComponent(); + + // Calculate proper height positioning + CalculateYOffset(); + } + + private void CalculateYOffset() + { + if (objectCollider != null) + { + // Use the bottom of the collider for consistent placement + yOffset = objectCollider.bounds.extents.y; + } + else + { + // Fall back to renderer bounds if no collider + Renderer renderer = GetComponent(); + if (renderer == null) + { + renderer = GetComponentInChildren(); + } + + if (renderer != null) + { + yOffset = renderer.bounds.extents.y; + } + else + { + // Default value if no renderer found + yOffset = 0.5f; + Debug.LogWarning("No renderer found for " + gameObject.name + ". Using default height."); + } + } + } private void OnMouseDown() { - offset = transform.position - BuildingSystem.GetMouseWorldPosition(); + // Calculate offset from object position to mouse position + Vector3 mousePos = BuildingSystem.GetMouseWorldPosition(); + offset = transform.position - mousePos; + + // Make sure this object is selected in the building system + if (BuildingSystem.current != null) + { + BuildingSystem.current.Selected = gameObject; + } } private void OnMouseDrag() { - Vector3 pos = BuildingSystem.GetMouseWorldPosition() + offset; - transform.position = BuildingSystem.current.SnapCoordinationToGrid(pos); + // Get current mouse position + Vector3 mousePos = BuildingSystem.GetMouseWorldPosition(); + + // Apply offset to get target position + Vector3 targetPos = mousePos + offset; + + // First, snap to grid + if (BuildingSystem.current != null) + { + // Get current grid cell and convert back to world position + Vector3Int cellPos = BuildingSystem.current.gridLayout.WorldToCell(targetPos); + Vector3 snappedPos = BuildingSystem.current.grid.GetCellCenterWorld(cellPos); + + // Only keep the x and z coordinates from the grid, and preserve the proper y height + targetPos = new Vector3(snappedPos.x, targetPos.y, snappedPos.z); + } + + // Ensure proper height + // The y position should be exactly the height of the object from the ground + targetPos.y = yOffset; + + // Apply the position + transform.position = targetPos; + + // Force update visuals + if (placeableObject != null) + { + placeableObject.ObjectColors(); + } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs index 72a7348..54d7578 100644 --- a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs +++ b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs @@ -9,10 +9,34 @@ public class PlaceableObject : MonoBehaviour public string prefabName; public Vector3Int Size { get; private set; } private Vector3[] Vertices; + private Renderer objectRenderer; + private static List allPlaceableObjects = new List(); + private Color originalColor; + private Material defaultMaterial; + + private void Awake() + { + allPlaceableObjects.Add(this); + } + + private void OnDestroy() + { + allPlaceableObjects.Remove(this); + + if (defaultMaterial != null) + { + Destroy(defaultMaterial); + } + } private void GetColliderVertexPositionsLocal() { BoxCollider b = gameObject.GetComponent(); + if (b == null) + { + Debug.LogError("BoxCollider not found on " + gameObject.name); + return; + } Vertices = new Vector3[4]; Vertices[0] = b.center + new Vector3(-b.size.x, -b.size.y, -b.size.z) * 0.5f; Vertices[1] = b.center + new Vector3(b.size.x, -b.size.y, -b.size.z) * 0.5f; @@ -44,6 +68,41 @@ private void Start() { GetColliderVertexPositionsLocal(); CalculateSizeInCells(); + + InitializeRenderer(); + ObjectColors(); + } + + private void InitializeRenderer() + { + objectRenderer = GetComponent(); + if (objectRenderer == null) + { + objectRenderer = GetComponentInChildren(); + + if (objectRenderer == null) + { + objectRenderer = gameObject.AddComponent(); + defaultMaterial = new Material(Shader.Find("Standard")); + objectRenderer.material = defaultMaterial; + + defaultMaterial.SetFloat("_Mode", 3); + defaultMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + defaultMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + defaultMaterial.EnableKeyword("_ALPHABLEND_ON"); + defaultMaterial.renderQueue = 3000; + } + } + + originalColor = objectRenderer.material.color; + } + + private void Update() + { + if (!Placed) + { + ObjectColors(); + } } public void Rotate() @@ -60,12 +119,238 @@ public void Rotate() Vertices = vertices; } - public virtual void Place() + public void Place() { + //if (IsOverlapping()) + //{ + // Debug.LogWarning("Cannot place object here - Overlapping with another object."); + // return; + //} + ObjectDrag drag = gameObject.GetComponent(); Destroy(drag); Placed = true; gameObject.tag = "Selectable"; + + // Clear the selected object if this object is selected + if (BuildingSystem.current.Selected == gameObject) + { + BuildingSystem.current.Selected = null; + } + + UpdateAllObjectColors(); + } + + public void ObjectColors() + { + if (objectRenderer == null) + { + InitializeRenderer(); + } + + GameObject selectedObject = BuildingSystem.current?.Selected; + bool isSelected = selectedObject == gameObject; + + Debug.Log($"[ObjectColors] {gameObject.name}: Placed={Placed}, isSelected={isSelected}, renderer={objectRenderer?.name ?? "NULL"}"); + + if (Placed) + { + if (isSelected) + SetColor(new Color(0, 1, 0, 1)); + else + SetColor(originalColor); + } + else + { + SetColor(new Color(0, 1, 0, 0.5f)); + } } -} + + public void SetColor(Color color) + { + if (objectRenderer is MeshRenderer meshRenderer) + { + if (meshRenderer.materials.Length > 1) + { + Material[] materials = meshRenderer.materials; + for (int i = 0; i < materials.Length; i++) + { + materials[i].color = color; + } + meshRenderer.materials = materials; + } + else + { + meshRenderer.material.color = color; + } + } + else if (objectRenderer is SkinnedMeshRenderer skinnedMeshRenderer) + { + if (skinnedMeshRenderer.materials.Length > 1) + { + Material[] materials = skinnedMeshRenderer.materials; + for (int i = 0; i < materials.Length; i++) + { + materials[i].color = color; + } + skinnedMeshRenderer.materials = materials; + } + else + { + skinnedMeshRenderer.material.color = color; + } + } + } + + public void UpdateState(bool isPlaced, bool isSelected) + { + Placed = isPlaced; + if (isSelected) + { + BuildingSystem.current.Selected = gameObject; + } + else if (BuildingSystem.current.Selected == gameObject) + { + BuildingSystem.current.Selected = null; + } + + UpdateAllObjectColors(); + } + + public static void UpdateAllObjectColors() + { + foreach (PlaceableObject obj in allPlaceableObjects) + { + if (obj != null) + { + obj.ObjectColors(); + } + } + } + + public static void SetSelectedObject(GameObject selectedObject) + { + if (BuildingSystem.current != null) + { + BuildingSystem.current.Selected = selectedObject; + UpdateAllObjectColors(); + } + } + + // private bool IsOverlapping() + // { + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // return false; + // } + + // // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // // Get all colliders in the area + // // Collider[] colliders = Physics.OverlapBox( + // // transform.position, // Center point of the box + // // checkSize, // Half-extents of the box (half the size in each dimension) + // // transform.rotation, // Rotation of the box + // // ~0 // Check ALL layers initially for debugging + // // ); + + // // // Log all found colliders for debugging + // // foreach (Collider otherCollider in colliders) + // // { + // // Debug.Log($"Overlapping with: {otherCollider.gameObject.name} on layer {LayerMask.LayerToName(otherCollider.gameObject.layer)}"); + + // // if (otherCollider.gameObject != gameObject) + // // { + // // // Collision found with something other than self + // // return true; + // // } + // // } + // // return false; // No overlap + // // } + + // private bool IsOverlapping(GameObject excludeObject) + // { + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // Debug.LogWarning($"No Collider found on {gameObject.name}. Cannot check for overlaps."); + // return false; + // } + + // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // Get all colliders in the area + // Collider[] colliders = Physics.OverlapBox( + // transform.position, // Center point of the box + // checkSize, // Half-extents of the box (half the size in each dimension) + // transform.rotation, // Rotation of the box + // ~0 // Check ALL layers + // ); + + // foreach (Collider otherCollider in colliders) + // { + // // Exclude self, the specified object, and child objects + // if (otherCollider.gameObject != gameObject && + // otherCollider.gameObject != excludeObject && + // !IsChildOf(otherCollider.gameObject, gameObject)) + // { + // Debug.Log($"Overlapping with: {otherCollider.gameObject.name}"); + // return true; + // } + // } + // return false; // No overlap + // } + + // // Helper method to check if a GameObject is a child of another + // private bool IsChildOf(GameObject child, GameObject parent) + // { + // Transform current = child.transform; + // while (current != null) + // { + // if (current.gameObject == parent) + // { + // return true; + // } + // current = current.parent; + // } + // return false; + // } + + // public List GetOverlappingObjects() + // { + // List overlappingObjects = new List(); + + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // return overlappingObjects; + // } + + // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // Get all colliders in the area + // Collider[] colliders = Physics.OverlapBox( + // transform.position, // Center point of the box + // checkSize, // Half-extents of the box (half the size in each dimension) + // transform.rotation, // Rotation of the box + // ~0 // Check ALL layers + // ); + + // foreach (Collider otherCollider in colliders) + // { + // if (otherCollider.gameObject != gameObject && + // otherCollider.gameObject.tag != "Floor" && + // !IsChildOf(otherCollider.gameObject, gameObject)) + // { + // overlappingObjects.Add(otherCollider.gameObject); + // } + // } + + // return overlappingObjects; + // } +} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/DownloadPanel.cs b/Assets/Scripts/SaveLoad/DownloadPanel.cs new file mode 100644 index 0000000..3e2ce37 --- /dev/null +++ b/Assets/Scripts/SaveLoad/DownloadPanel.cs @@ -0,0 +1,18 @@ +using UnityEngine; +using UnityEngine.UI; + +public class DownloadPanel : MonoBehaviour +{ + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] Button[] slotButtons; // assign Slot1-4 buttons + + void OnEnable() + { + // Grey out buttons for empty slots when panel opens + for (int i = 0; i < slotButtons.Length; i++) + { + int slot = i + 1; + slotButtons[i].interactable = firebaseHandler.SlotExists(slot); + } + } +} diff --git a/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta b/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta new file mode 100644 index 0000000..2a98efa --- /dev/null +++ b/Assets/Scripts/SaveLoad/DownloadPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8fb5f7037e362a42ba35e4843843d18 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SaveLoad/FileHandler.cs b/Assets/Scripts/SaveLoad/FileHandler.cs deleted file mode 100644 index 119f4cc..0000000 --- a/Assets/Scripts/SaveLoad/FileHandler.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEngine; - -public static class FileHandler { - - public static void SaveToJSON(List toSave, string filename, string customPath = null) - { - //Debug.Log(GetPath(filename, customPath)); - string content = JsonHelper.ToJson(toSave.ToArray(), true); - WriteFile(GetPath(filename, customPath), content); - } - - public static void SaveToJSON(T toSave, string filename, string customPath = null) - { - string content = JsonUtility.ToJson(toSave, true); - WriteFile(GetPath(filename, customPath), content); - } - - public static List ReadListFromJSON(string filename, string customPath = null) - { - string content = ReadFile(GetPath(filename, customPath)); - - if (string.IsNullOrEmpty (content) || content == "{}") { - return new List (); - } - - List res = JsonHelper.FromJson (content).ToList (); - - return res; - - } - - public static T ReadFromJSON(string filename, string customPath = null) - { - string content = ReadFile(GetPath(filename, customPath)); - - if (string.IsNullOrEmpty (content) || content == "{}") { - return default (T); - } - - T res = JsonUtility.FromJson (content); - - return res; - - } - - private static string GetPath(string filename, string customPath = null) - { - string basePath = string.IsNullOrEmpty(customPath) ? Application.persistentDataPath : customPath; - if (Path.GetFileName(basePath) == filename) - { - return basePath; - } - - return Path.Combine(basePath, filename); - } - - private static void WriteFile (string path, string content) { - FileStream fileStream = new FileStream (path, FileMode.Create); - - using (StreamWriter writer = new StreamWriter (fileStream)) { - writer.Write (content); - } - } - - private static string ReadFile (string path) { - if (File.Exists (path)) { - using (StreamReader reader = new StreamReader (path)) { - string content = reader.ReadToEnd (); - return content; - } - } - return ""; - } -} - -public static class JsonHelper { - public static T[] FromJson (string json) { - Wrapper wrapper = JsonUtility.FromJson> (json); - return wrapper.Items; - } - - public static string ToJson (T[] array) { - Wrapper wrapper = new Wrapper (); - wrapper.Items = array; - return JsonUtility.ToJson (wrapper); - } - - public static string ToJson (T[] array, bool prettyPrint) { - Wrapper wrapper = new Wrapper (); - wrapper.Items = array; - return JsonUtility.ToJson (wrapper, prettyPrint); - } - - [Serializable] - private class Wrapper { - public T[] Items; - } -} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/FirebaseHandler.cs b/Assets/Scripts/SaveLoad/FirebaseHandler.cs new file mode 100644 index 0000000..f43ccfb --- /dev/null +++ b/Assets/Scripts/SaveLoad/FirebaseHandler.cs @@ -0,0 +1,421 @@ +// using System; +// using System.Collections; +// using System.Collections.Generic; +// using Firebase.Database; +// using UnityEngine; + +// public class FirebaseHandler : MonoBehaviour +// { +// private DatabaseReference root; +// Dictionary objects = new Dictionary(); + +// void Start() { +// root = FirebaseDatabase.DefaultInstance.RootReference; +// } + +// private void InitObjects() +// { +// objects.Clear(); +// GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("PlaceableObject"); + +// foreach (var obj in gameObjects) +// { +// objects.Add(obj.name, obj); +// } +// } + +// private void DestroyObjects() +// { +// GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("PlaceableObject"); + +// foreach (var obj in gameObjects) +// { +// Destroy(obj); +// } + +// BuildingSystem.ObjectCount = 0; +// } + +// private string Serialize(GameObjectData[] items, bool prettyPrint = false) { +// Environment env = new(items); +// return JsonUtility.ToJson(env, prettyPrint); +// } + +// private Environment Deserialize(string json) { +// return JsonUtility.FromJson(json); +// } + +// public void SaveEnvironment(int slot) +// { +// InitObjects(); +// List objectData = new List(); +// foreach (var obj in objects) objectData.Add(new GameObjectData(obj.Value)); + +// // Serialize Environment data to a single JSON +// string json = Serialize(objectData.ToArray()); + +// // Save JSON to Database; "authorname" is a placeholder +// root.Child("Environments").Child("authorname-SLOT" + slot).SetRawJsonValueAsync(json); +// } + + + +// private IEnumerator QueryEnvironmentByName(string name, Action onResult) { +// var query = root +// .Child("Environments") +// .Child(name) +// .GetValueAsync(); + +// yield return new WaitUntil(() => query.IsCompleted); + +// if (query.Exception == null && query.Result != null && query.Result.HasChildren) onResult?.Invoke(query.Result); +// else onResult?.Invoke(null); +// } + +// // slot = 0 -> load nothing +// public void LoadEnvironment(int slot) { +// // "authorname" is a placeholder +// string envName = "authorname-SLOT" + slot; + +// // Reset environment builder +// DestroyObjects(); +// BuildingSystem.ObjectCount = 0; + +// if (slot == 0) return; + +// else +// StartCoroutine(QueryEnvironmentByName(envName, (DataSnapshot snapshot) => { +// if (snapshot != null) { +// // Get the data from Firebase and parse it into an Environment object +// Environment env = Deserialize(snapshot.GetRawJsonValue()); + +// // Load all PlaceableObjects +// GameObjectData[] objectData = env.Items; + +// foreach (var data in objectData) { +// GameObject prefab = Resources.Load("Prefabs/" + data.prefabName); +// if (prefab != null) { +// GameObject obj = Instantiate(prefab); + +// obj.GetComponent(); +// obj.name = data.prefabName + "#" + BuildingSystem.ObjectCount++; +// obj.transform.SetPositionAndRotation(data.position, data.rotation); +// obj.transform.localScale = data.scale; +// obj.tag = "Selectable"; +// obj.transform.SetParent(null); +// obj.SetActive(true); +// } +// else Debug.LogError("Prefab not found: " + data.prefabName); +// } +// } +// else Debug.LogError("Environment data not found: " + envName); +// })); +// } +// } + +// [Serializable] +// public class GameObjectData +// { +// public string name; +// public string prefabName; +// public Vector3 position; +// public Quaternion rotation; +// public Vector3 scale; + +// public GameObjectData(GameObject gameObject) +// { +// if (gameObject != null) +// { +// PlaceableObject obj = gameObject.GetComponent(); +// if (obj != null) +// { +// name = obj.name; +// prefabName = obj.prefabName; +// position = gameObject.transform.position; +// rotation = gameObject.transform.rotation; +// scale = gameObject.transform.localScale; +// } +// else +// { +// Debug.LogWarning("Has no PlaceableObject component: " + gameObject.name); +// } +// } +// } +// } + +// [Serializable] +// public class Environment { + +// public string Name; +// public int ObjectCount; +// public GameObjectData[] Items; + +// public Environment(GameObjectData[] items) { +// Name = "untitled"; +// Items = items; +// ObjectCount = BuildingSystem.ObjectCount; +// } +// } +using SFB; +using System; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using System.Runtime.InteropServices; + +public class FirebaseHandler : MonoBehaviour +{ + public string CurrentMapName { get; private set; } = ""; + public int CurrentSlot { get; private set; } = 0; + + private static string GetSlotPath(int slot) => + Path.Combine(Application.persistentDataPath, UserSession.Username + "-SLOT" + slot + ".json"); + + private static GameObject LoadPrefab(string prefabName) + { + string[] folders = { "Prefabs/PlaceableObjects/", "Prefabs/DepercatedObjects/", "Prefabs/" }; + foreach (string folder in folders) + { + GameObject prefab = Resources.Load(folder + prefabName); + if (prefab != null) return prefab; + } + return null; + } + + public void DestroyObjects() + { + foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Selectable")) + Destroy(obj); + BuildingSystem.ObjectCount = 0; + CurrentMapName = ""; + } + + private string Serialize(GameObjectData[] items, string mapName) => + JsonUtility.ToJson(new Environment(items, mapName), true); + + private Environment Deserialize(string json) => + JsonUtility.FromJson(json); + + public void SaveEnvironment(int slot) => SaveEnvironment(slot, "Slot " + slot); + + public void SaveEnvironment(int slot, string mapName) + { + List objectData = new List(); + foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Selectable")) + { + GameObjectData data = new(obj); + if (data.IsValid) objectData.Add(data); + } + + string json = Serialize(objectData.ToArray(), mapName); + File.WriteAllText(GetSlotPath(slot), json); + CurrentMapName = mapName; + CurrentSlot = slot; + Debug.Log("Saved to: " + GetSlotPath(slot)); + } + + public void LoadEnvironment(int slot) + { + DestroyObjects(); + + if (slot == 0) return; + + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + Debug.LogWarning("No save found at: " + path); + return; + } + + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + CurrentMapName = env.Name; + CurrentSlot = slot; + + foreach (GameObjectData data in env.Items) + { + GameObject prefab = LoadPrefab(data.prefabName); + if (prefab == null) + { + Debug.LogError("Prefab not found: " + data.prefabName); + continue; + } + + GameObject obj = Instantiate(prefab); + + PlaceableObject placeableObj = obj.GetComponent(); + if (placeableObj != null) + { + placeableObj.prefabName = data.prefabName; + placeableObj.Place(); + } + + obj.name = data.prefabName + " #" + BuildingSystem.ObjectCount++; + obj.transform.SetPositionAndRotation(data.position, data.rotation); + obj.transform.localScale = data.scale; + obj.transform.SetParent(null); + obj.SetActive(true); + } + } + + public void UploadEnvironment(int slot, string filePath) + { + if (!File.Exists(filePath)) + { + Debug.LogError("File not found: " + filePath); + return; + } + + string json = File.ReadAllText(filePath); + Environment env = Deserialize(json); + + if (env == null || env.Items == null || env.Items.Length == 0) + { + Debug.LogError("Invalid or empty JSON file."); + return; + } + + File.WriteAllText(GetSlotPath(slot), json); + Debug.Log("Uploaded to slot " + slot); + } + + public void GetSlotName(int slot, Action onResult) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + onResult?.Invoke(null); + return; + } + + try + { + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + + int count = env.Items != null ? env.Items.Length : env.ObjectCount; + string countLine = count + (count == 1 ? " object" : " objects"); + + string display = env.Name; + if (!string.IsNullOrEmpty(env.SavedAt)) display += "\n" + env.SavedAt; + display += "\n" + countLine; + + onResult?.Invoke(display); + } + catch + { + onResult?.Invoke(null); + } + } + + #if UNITY_WEBGL && !UNITY_EDITOR + [DllImport("__Internal")] + private static extern void DownloadTextFile(string filename, string content); + #endif + + public bool SlotExists(int slot) => File.Exists(GetSlotPath(slot)); + + public bool RenameCurrentMap(string newName) + { + if (CurrentSlot == 0) return false; + return RenameEnvironment(CurrentSlot, newName); + } + + public bool RenameEnvironment(int slot, string newName) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) return false; + + string json = File.ReadAllText(path); + Environment env = Deserialize(json); + env.Name = string.IsNullOrWhiteSpace(newName) ? "Slot " + slot : newName.Trim(); + CurrentMapName = env.Name; + File.WriteAllText(path, JsonUtility.ToJson(env, true)); + return true; + } + + public bool DeleteEnvironment(int slot) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) return false; + File.Delete(path); + Debug.Log("Deleted slot " + slot + " at: " + path); + return true; + } + + public string DownloadMap(int slot) + { + string path = GetSlotPath(slot); + if (!File.Exists(path)) + { + Debug.LogWarning("No save found at slot " + slot); + return "No map saved in slot " + slot; + } + + string json = File.ReadAllText(path); + string filename = UserSession.Username + "-SLOT" + slot + ".json"; + + #if UNITY_WEBGL && !UNITY_EDITOR + DownloadTextFile(filename, json); + return "Map downloaded"; + #elif UNITY_IOS && !UNITY_EDITOR + GUIUtility.systemCopyBuffer = json; + Debug.Log("Map JSON copied to clipboard"); + return "Map copied to clipboard"; + #else + string dest = Path.Combine( + System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop), + filename + ); + File.WriteAllText(dest, json); + Debug.Log("Map saved to Desktop: " + dest); + return "Map saved to Desktop"; + #endif + } + +} + +[Serializable] +public class GameObjectData +{ + public string name; + public string prefabName; + public Vector3 position; + public Quaternion rotation; + public Vector3 scale; + + public bool IsValid => !string.IsNullOrEmpty(prefabName); + + public GameObjectData(GameObject gameObject) + { + PlaceableObject obj = gameObject.GetComponent(); + if (obj == null) + { + Debug.LogWarning("No PlaceableObject on: " + gameObject.name); + return; + } + + name = gameObject.name; + prefabName = obj.prefabName; + position = gameObject.transform.position; + rotation = gameObject.transform.rotation; + scale = gameObject.transform.localScale; + } +} + +[Serializable] +public class Environment +{ + public string Name; + public string SavedAt; + public int ObjectCount; + public GameObjectData[] Items; + + public Environment(GameObjectData[] items, string mapName = "Untitled") + { + Name = string.IsNullOrWhiteSpace(mapName) ? "Untitled" : mapName; + SavedAt = DateTime.Now.ToString("MMM d, yyyy · h:mm tt"); + Items = items; + ObjectCount = BuildingSystem.ObjectCount; + } +} diff --git a/Assets/Scripts/SaveLoad/SaveHandler.cs.meta b/Assets/Scripts/SaveLoad/FirebaseHandler.cs.meta similarity index 100% rename from Assets/Scripts/SaveLoad/SaveHandler.cs.meta rename to Assets/Scripts/SaveLoad/FirebaseHandler.cs.meta diff --git a/Assets/Scripts/SaveLoad/OpenFile.cs b/Assets/Scripts/SaveLoad/OpenFile.cs deleted file mode 100644 index f0441b0..0000000 --- a/Assets/Scripts/SaveLoad/OpenFile.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using SFB; -using UnityEngine.UI; - -public class OpenFile : MonoBehaviour -{ - private string path; - public Text filePathText; - - void Start() - { - - } - - public void LoadFile() - { - var paths = StandaloneFileBrowser.OpenFilePanel("Load JSON File", "", "json", false); - - - if (paths.Length > 0) - { - string selectedPath = paths[0]; - setPath(selectedPath); - //filePathText.text = "Selected File: " + paths[0]; - } - } - public void SaveFile() - { - string path = StandaloneFileBrowser.SaveFilePanel("Save JSON File", "", "SaveFile", "json"); - - if (!string.IsNullOrEmpty(path)) - { - setPath(path); - Debug.Log( "Save File: " + path); - } - } - - private void setPath(string p) - { - path = p; - } - - public string loadPath() - { - Debug.Log(path); - return path; - - } - - -} diff --git a/Assets/Scripts/SaveLoad/SaveHandler.cs b/Assets/Scripts/SaveLoad/SaveHandler.cs deleted file mode 100644 index a960733..0000000 --- a/Assets/Scripts/SaveLoad/SaveHandler.cs +++ /dev/null @@ -1,122 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Tilemaps; -using UnityEngine.UIElements; - -public class SaveHandler : MonoBehaviour -{ - Dictionary objects = new Dictionary(); - - [SerializeField] BoundsInt bounds; - - public OpenFile openFile; - - private void Start() - { - - } - - private void initObjects() - { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - foreach (var obj in gameObjects) - { - objects.Add(obj.name, obj); - } - } - - private void DestroyObjects() - { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - foreach (var obj in gameObjects) - { - Destroy(obj); - } - } - - public void onSave() - { - initObjects(); - openFile.SaveFile(); - - // save objects - List objectData = new List(); - string filepath = openFile.loadPath(); - - foreach (var obj in objects) - { - objectData.Add(new GameObjectData(obj.Value)); - } - - FileHandler.SaveToJSON(objectData, filepath); - - } - - public void onLoad() - { - - // load objects - openFile.LoadFile(); - string filepath = openFile.loadPath(); - if (filepath != null) - { - - DestroyObjects(); - } - - - List objectData = FileHandler.ReadListFromJSON(filepath); - - foreach (var objData in objectData) - { - GameObject prefab = Resources.Load("Prefabs/" + objData.prefabName); - GameObject obj = Instantiate(prefab); - obj.GetComponent(); - obj.transform.position = objData.position; - obj.transform.rotation = objData.rotation; - obj.transform.localScale = objData.scale; - obj.tag = "Selectable"; - obj.transform.SetParent(null); - obj.SetActive(true); - - } - } - - -} - - - - [Serializable] - public class GameObjectData - { - public string name; - public string prefabName; - public Vector3 position; - public Quaternion rotation; - public Vector3 scale; - - public GameObjectData(GameObject gameObject) - { - if (gameObject != null) - { - PlaceableObject obj = gameObject.GetComponent(); - if (obj != null) - { - name = gameObject.name; - prefabName = obj.prefabName; - position = gameObject.transform.position; - rotation = gameObject.transform.rotation; - scale = gameObject.transform.localScale; - } - else - { - Debug.LogWarning("PlaceableObject component not found on " + gameObject.name); - } - } - } - } - diff --git a/Assets/Scripts/SaveLoad/SaveLoadUI.cs b/Assets/Scripts/SaveLoad/SaveLoadUI.cs new file mode 100644 index 0000000..7042f44 --- /dev/null +++ b/Assets/Scripts/SaveLoad/SaveLoadUI.cs @@ -0,0 +1,193 @@ +using System.Collections; +using TMPro; +using UnityEngine; + +public class SaveLoadUI : MonoBehaviour { + [SerializeField] GameObject saveLoadPanel; + [SerializeField] FirebaseHandler firebaseHandler; + [SerializeField] TextMeshProUGUI[] loadButtonLabels; + [SerializeField] TextMeshProUGUI feedbackText; + [SerializeField] TMP_InputField mapNameInput; + + [Header("Confirm Delete")] + [SerializeField] GameObject confirmDeletePanel; + [SerializeField] TextMeshProUGUI confirmDeleteText; + + [Header("Rename")] + [SerializeField] GameObject renamePanel; + [SerializeField] TMP_InputField renameInput; + + private int selectedSlot = 0; + private int lastUsedSlot = 0; + private int pendingDeleteSlot = 0; + private int pendingRenameSlot = 0; + + public void SetVisibility(bool state) { + saveLoadPanel.SetActive(state); + if (state) RefreshSlotNames(); + } + + public void ToggleVisibility() { + bool next = !saveLoadPanel.activeSelf; + saveLoadPanel.SetActive(next); + if (next) RefreshSlotNames(); + } + + public void Save(int slot) { + string mapName = mapNameInput != null ? mapNameInput.text?.Trim() : ""; + if (string.IsNullOrEmpty(mapName)) mapName = "Slot " + slot; + + firebaseHandler.SaveEnvironment(slot, mapName); + lastUsedSlot = slot; + + if (mapNameInput != null) mapNameInput.text = ""; + RefreshSlotNames(); + } + + public void SelectSlot(int slot) => selectedSlot = slot; + + public void Load(int slot) { + firebaseHandler.LoadEnvironment(slot); + lastUsedSlot = slot; + } + + public void DownloadSelected() + { + if (selectedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No slot selected")); + return; + } + Download(selectedSlot); + } + + public void DownloadLastUsed() + { + if (lastUsedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No map saved or loaded yet")); + return; + } + Download(lastUsedSlot); + } + + public void DeleteSelected() + { + if (selectedSlot == 0) + { + if (feedbackText != null) + StartCoroutine(ShowFeedback("No slot selected")); + return; + } + Delete(selectedSlot); + } + + public void ClearAll() + { + Debug.Log("[ClearAll] Called"); + firebaseHandler.DestroyObjects(); + Debug.Log("[ClearAll] DestroyObjects done"); + if (feedbackText != null) + StartCoroutine(ShowFeedback("Scene cleared")); + } + + public void Delete(int slot) + { + if (!firebaseHandler.SlotExists(slot)) + { + if (feedbackText != null) StartCoroutine(ShowFeedback("Slot " + slot + " is already empty")); + return; + } + pendingDeleteSlot = slot; + if (confirmDeletePanel != null) + { + if (confirmDeleteText != null) + confirmDeleteText.text = "Delete Slot " + slot + "? This cannot be undone."; + confirmDeletePanel.SetActive(true); + } + else + { + ConfirmDelete(); + } + } + + public void ConfirmDelete() + { + confirmDeletePanel?.SetActive(false); + bool deleted = firebaseHandler.DeleteEnvironment(pendingDeleteSlot); + if (deleted) firebaseHandler.DestroyObjects(); + RefreshSlotNames(); + if (feedbackText != null) + StartCoroutine(ShowFeedback("Slot " + pendingDeleteSlot + " deleted")); + pendingDeleteSlot = 0; + } + + public void CancelDelete() + { + confirmDeletePanel?.SetActive(false); + pendingDeleteSlot = 0; + } + + public void BeginRename(int slot) + { + if (!firebaseHandler.SlotExists(slot)) + { + if (feedbackText != null) StartCoroutine(ShowFeedback("Slot " + slot + " is empty")); + return; + } + pendingRenameSlot = slot; + if (renamePanel != null) + { + if (renameInput != null) + renameInput.text = ""; + renamePanel.SetActive(true); + } + } + + public void ConfirmRename() + { + renamePanel?.SetActive(false); + string newName = renameInput != null ? renameInput.text.Trim() : ""; + bool renamed = firebaseHandler.RenameEnvironment(pendingRenameSlot, newName); + RefreshSlotNames(); + if (feedbackText != null) + StartCoroutine(ShowFeedback(renamed ? "Renamed to \"" + newName + "\"" : "Slot " + pendingRenameSlot + " is empty")); + pendingRenameSlot = 0; + } + + public void CancelRename() + { + renamePanel?.SetActive(false); + pendingRenameSlot = 0; + } + + public void Download(int slot) + { + string msg = firebaseHandler.DownloadMap(slot); + if (feedbackText != null) + StartCoroutine(ShowFeedback(msg)); + } + + private IEnumerator ShowFeedback(string msg, float duration = 2f) + { + feedbackText.text = msg; + feedbackText.gameObject.SetActive(true); + yield return new WaitForSeconds(duration); + feedbackText.gameObject.SetActive(false); + } + + + private void RefreshSlotNames() { + if (loadButtonLabels == null) return; + for (int i = 0; i < loadButtonLabels.Length; i++) { + TextMeshProUGUI label = loadButtonLabels[i]; + if (label == null) continue; + int slot = i + 1; + firebaseHandler.GetSlotName(slot, name => { + label.text = string.IsNullOrEmpty(name) ? "Empty" : name; + }); + } + } +} diff --git a/Assets/Scripts/SaveLoad/SaveLoadUI.cs.meta b/Assets/Scripts/SaveLoad/SaveLoadUI.cs.meta new file mode 100644 index 0000000..6dbac82 --- /dev/null +++ b/Assets/Scripts/SaveLoad/SaveLoadUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e816c4448cc2ce94e82fe78254c5d6be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Scene.meta b/Assets/Scripts/Scene.meta new file mode 100644 index 0000000..8a9952c --- /dev/null +++ b/Assets/Scripts/Scene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 48a0b9189b85645caa6d856bcc85e57c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Scene/Login.meta b/Assets/Scripts/Scene/Login.meta new file mode 100644 index 0000000..3a3a8b1 --- /dev/null +++ b/Assets/Scripts/Scene/Login.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 47693b9fd1d3b4f3fb46adf4742738f3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Scene/Login/Login.cs b/Assets/Scripts/Scene/Login/Login.cs new file mode 100644 index 0000000..2f42db0 --- /dev/null +++ b/Assets/Scripts/Scene/Login/Login.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class Login : MonoBehaviour +{ + public InputField usernameInput; + public Button loginButton; + // FireBaseManager fireBaseManager; + + // Start is called before the first frame update + void Start() + { + usernameInput = GameObject.Find("Canvas/Loginsystem/Username").GetComponent(); + loginButton = GameObject.Find("Canvas/Loginsystem/Login").GetComponent