├── README.md
├── README.md.meta
├── Scripts.meta
├── Scripts
├── VibrationController.cs
└── VibrationController.cs.meta
├── ThirdParties.meta
├── ThirdParties
├── NiceVibrations.meta
└── NiceVibrations
│ ├── Common.meta
│ ├── Common
│ ├── Plugins.meta
│ ├── Plugins
│ │ ├── Android.meta
│ │ ├── Android
│ │ │ ├── AndroidManifest.xml
│ │ │ └── AndroidManifest.xml.meta
│ │ ├── iOS.meta
│ │ └── iOS
│ │ │ ├── iOSHapticInterface.m
│ │ │ └── iOSHapticInterface.m.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── MMVibrationManager.cs
│ │ └── MMVibrationManager.cs.meta
│ ├── Demo.meta
│ ├── Demo
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── Lato.meta
│ │ └── Lato
│ │ │ ├── Lato-Black.ttf
│ │ │ ├── Lato-Black.ttf.meta
│ │ │ ├── Lato-Regular.ttf
│ │ │ ├── Lato-Regular.ttf.meta
│ │ │ ├── OFL.txt
│ │ │ └── OFL.txt.meta
│ ├── NiceVibrationsDemo.unity
│ ├── NiceVibrationsDemo.unity.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Canvas.prefab
│ │ └── Canvas.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── NiceVibrationsDemoManager.cs
│ │ └── NiceVibrationsDemoManager.cs.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── DemoBackground.jpg
│ │ ├── DemoBackground.jpg.meta
│ │ ├── MoreMountainsLogo.png
│ │ ├── MoreMountainsLogo.png.meta
│ │ ├── NiceVibrationsIcon.png
│ │ ├── NiceVibrationsIcon.png.meta
│ │ ├── NiceVibrationsLogo.png
│ │ ├── NiceVibrationsLogo.png.meta
│ │ ├── RoundedCorners10Stroke5.png
│ │ ├── RoundedCorners10Stroke5.png.meta
│ │ ├── SplashScreenBackground.jpg
│ │ ├── SplashScreenBackground.jpg.meta
│ │ ├── icon-nice-vibrations.png
│ │ └── icon-nice-vibrations.png.meta
│ ├── readme.txt
│ └── readme.txt.meta
├── Vibration.asmdef
├── Vibration.asmdef.meta
├── package.json
└── package.json.meta
/README.md:
--------------------------------------------------------------------------------
1 | # Installation
2 |
3 | ### Using OpenUPM (For Unity 2018.3 or later)
4 |
5 | This package is available on [OpenUPM](https://openupm.com).
6 | You can install it via [openupm-cli](https://github.com/openupm/openupm-cli).
7 |
8 | ```
9 | openupm add com.unitypackage.vibration
10 | ```
11 |
12 | ### Using Unity Package Manager (For Unity 2018.3 or later)
13 |
14 | Find the manifest.json file in the Packages folder of your project and edit it to look like this:
15 |
16 | open Packages/manifest.json
17 |
18 | ```
19 | {
20 | "dependencies": {
21 | "com.unitypackage.vibration":"https://github.com/UnityPackage/vibration.git",
22 | ...
23 | },
24 | }
25 | ```
26 |
27 |
28 | # Quick start
29 | ```csharp
30 |
31 | // Ios 需要在启动时候 初始化
32 | MMVibrationManager.iOSInitializeHaptics();
33 |
34 | // 指定类型震动
35 | MMVibrationManager.Haptic(HapticTypes.*);
36 |
37 | enum HapticTypes{
38 | Selection,
39 | Success,
40 | Warning,
41 | Failure,
42 | LightImpact,
43 | MediumImpact,
44 | HeavyImpact,
45 | }
46 |
47 | // Update 1次调用1次 或者自定义重复调用持续震动
48 | Handheld.Vibrate();
49 |
50 | ```
51 |
52 |
53 | # link
54 | - [Unity Custom Packages](https://docs.unity3d.com/Manual/CustomPackages.html)
55 |
56 |
57 |
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/Scripts/VibrationController.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | using MoreMountains.NiceVibrations;
5 |
6 | namespace Fishtail.PlayTheBall.Vibration
7 | {
8 | public class VibrationController : MonoBehaviour
9 | {
10 | public static VibrationController instance { get; private set; }
11 |
12 | public bool vibrate { get; set; }
13 |
14 | private void Awake()
15 | {
16 | instance = this;
17 |
18 | MMVibrationManager.iOSInitializeHaptics();
19 | }
20 |
21 | private void OnDestroy()
22 | {
23 | MMVibrationManager.iOSReleaseHaptics();
24 | }
25 |
26 | public void Impact()
27 | {
28 | if (!vibrate) { return; }
29 | MMVibrationManager.Haptic(HapticTypes.LightImpact);
30 | }
31 | }
32 | }
33 |
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/ThirdParties/NiceVibrations/Common/Plugins/iOS/iOSHapticInterface.m:
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1 | // This iOS haptic interface is a pretty straightforward implementation of UIKit's framework :
2 | // You can learn more about these methods at https://developer.apple.com/documentation/uikit/animation_and_haptics
3 | // DO NOT remove this from your project, or iOS vibrations won't work anymore!
4 |
5 | #import
6 |
7 | UISelectionFeedbackGenerator* SelectionFeedbackGenerator;
8 | UINotificationFeedbackGenerator* NotificationFeedbackGenerator;
9 | UIImpactFeedbackGenerator* LightImpactFeedbackGenerator;
10 | UIImpactFeedbackGenerator* MediumImpactFeedbackGenerator;
11 | UIImpactFeedbackGenerator* HeavyImpactFeedbackGenerator;
12 |
13 | // INIT METHOD ---------------------------------------------------------------------------
14 |
15 | void InstantiateFeedbackGenerators()
16 | {
17 | SelectionFeedbackGenerator = [[UISelectionFeedbackGenerator alloc] init];
18 | NotificationFeedbackGenerator = [[UINotificationFeedbackGenerator alloc] init];
19 | LightImpactFeedbackGenerator = [[UIImpactFeedbackGenerator alloc] initWithStyle:UIImpactFeedbackStyleLight];
20 | MediumImpactFeedbackGenerator = [[UIImpactFeedbackGenerator alloc] initWithStyle:UIImpactFeedbackStyleMedium];
21 | HeavyImpactFeedbackGenerator = [[UIImpactFeedbackGenerator alloc] initWithStyle:
22 | UIImpactFeedbackStyleHeavy];
23 | }
24 |
25 | // RELEASE METHOD ---------------------------------------------------------------------------
26 |
27 | void ReleaseFeedbackGenerators ()
28 | {
29 | SelectionFeedbackGenerator = nil;
30 | NotificationFeedbackGenerator = nil;
31 | LightImpactFeedbackGenerator = nil;
32 | MediumImpactFeedbackGenerator = nil;
33 | HeavyImpactFeedbackGenerator = nil;
34 | }
35 |
36 | // PREPARATION METHODS ----------------------------------------------------------------------
37 |
38 | void PrepareSelectionFeedbackGenerator()
39 | {
40 | [SelectionFeedbackGenerator prepare];
41 | }
42 |
43 | void PrepareNotificationFeedbackGenerator()
44 | {
45 | [NotificationFeedbackGenerator prepare];
46 | }
47 |
48 | void PrepareLightImpactFeedbackGenerator()
49 | {
50 | [LightImpactFeedbackGenerator prepare];
51 | }
52 |
53 | void PrepareMediumImpactFeedbackGenerator()
54 | {
55 | [MediumImpactFeedbackGenerator prepare];
56 | }
57 |
58 | void PrepareHeavyImpactFeedbackGenerator()
59 | {
60 | [HeavyImpactFeedbackGenerator prepare];
61 | }
62 |
63 | // FEEDBACK TRIGGER METHODS -------------------------------------------------------------------------
64 |
65 | void SelectionHaptic()
66 | {
67 | [SelectionFeedbackGenerator prepare];
68 | [SelectionFeedbackGenerator selectionChanged];
69 | }
70 |
71 | void SuccessHaptic()
72 | {
73 | [NotificationFeedbackGenerator prepare];
74 | [NotificationFeedbackGenerator notificationOccurred:UINotificationFeedbackTypeSuccess];
75 | }
76 |
77 | void WarningHaptic()
78 | {
79 | [NotificationFeedbackGenerator prepare];
80 | [NotificationFeedbackGenerator notificationOccurred:UINotificationFeedbackTypeWarning];
81 | }
82 |
83 | void FailureHaptic()
84 | {
85 | [NotificationFeedbackGenerator prepare];
86 | [NotificationFeedbackGenerator notificationOccurred:UINotificationFeedbackTypeError];
87 | }
88 |
89 | void LightImpactHaptic()
90 | {
91 | [LightImpactFeedbackGenerator prepare];
92 | [LightImpactFeedbackGenerator impactOccurred];
93 | }
94 |
95 | void MediumImpactHaptic()
96 | {
97 | [MediumImpactFeedbackGenerator prepare];
98 | [MediumImpactFeedbackGenerator impactOccurred];
99 | }
100 |
101 | void HeavyImpactHaptic()
102 | {
103 | [HeavyImpactFeedbackGenerator prepare];
104 | [HeavyImpactFeedbackGenerator impactOccurred];
105 | }
106 |
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/ThirdParties/NiceVibrations/Common/Scripts/MMVibrationManager.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System.Runtime.InteropServices;
5 |
6 | #if UNITY_IOS
7 | using UnityEngine.iOS;
8 | #endif
9 |
10 | namespace MoreMountains.NiceVibrations
11 | {
12 | public enum HapticTypes { Selection, Success, Warning, Failure, LightImpact, MediumImpact, HeavyImpact }
13 |
14 | ///
15 | /// This class will allow you to trigger vibrations and haptic feedbacks on both iOS and Android,
16 | /// or on each specific platform independently.
17 | ///
18 | /// For haptics patterns, it takes inspiration from the iOS guidelines :
19 | /// https://developer.apple.com/ios/human-interface-guidelines/user-interaction/feedback
20 | /// Of course the iOS haptics are called directly as they are, and they're crudely reproduced on Android.
21 | /// Feel free to tweak the patterns or create your own.
22 | ///
23 | /// Here's a brief overview of the patterns :
24 | ///
25 | /// - selection : light
26 | /// - success : light / heavy
27 | /// - warning : heavy / medium
28 | /// - failure : medium / medium / heavy / light
29 | /// - light
30 | /// - medium
31 | /// - heavy
32 | ///
33 | ///
34 | public static class MMVibrationManager
35 | {
36 | // INTERFACE ---------------------------------------------------------------------------------------------------------
37 |
38 | public static long LightDuration = 20;
39 | public static long MediumDuration = 40;
40 | public static long HeavyDuration = 80;
41 | public static int LightAmplitude = 40;
42 | public static int MediumAmplitude = 120;
43 | public static int HeavyAmplitude = 255;
44 | private static int _sdkVersion = -1;
45 | private static long[] _successPattern = { 0, LightDuration, LightDuration, HeavyDuration};
46 | private static int[] _successPatternAmplitude = { 0, LightAmplitude, 0, HeavyAmplitude};
47 | private static long[] _warningPattern = { 0, HeavyDuration, LightDuration, MediumDuration};
48 | private static int[] _warningPatternAmplitude = { 0, HeavyAmplitude, 0, MediumAmplitude};
49 | private static long[] _failurePattern = { 0, MediumDuration, LightDuration, MediumDuration, LightDuration, HeavyDuration, LightDuration, LightDuration};
50 | private static int[] _failurePatternAmplitude = { 0, MediumAmplitude, 0, MediumAmplitude, 0, HeavyAmplitude, 0, LightAmplitude};
51 |
52 | ///
53 | /// Returns true if the current platform is Android, false otherwise.
54 | ///
55 | public static bool Android()
56 | {
57 | #if UNITY_ANDROID && !UNITY_EDITOR
58 | return true;
59 | #else
60 | return false;
61 | #endif
62 | }
63 |
64 | ///
65 | /// Returns true if the current platform is iOS, false otherwise
66 | ///
67 | /// true, if O was ied, false otherwise.
68 | public static bool iOS()
69 | {
70 | #if UNITY_IOS && !UNITY_EDITOR
71 | return true;
72 | #else
73 | return false;
74 | #endif
75 | }
76 |
77 | ///
78 | /// Triggers a simple vibration
79 | ///
80 | public static void Vibrate()
81 | {
82 | if (Android ())
83 | {
84 | AndroidVibrate (MediumDuration);
85 | }
86 | else if (iOS ())
87 | {
88 | iOSTriggerHaptics (HapticTypes.MediumImpact);
89 | }
90 | }
91 |
92 | ///
93 | /// Triggers a haptic feedback of the specified type
94 | ///
95 | /// Type.
96 | public static void Haptic(HapticTypes type)
97 | {
98 | if (Android ())
99 | {
100 | switch (type)
101 | {
102 | case HapticTypes.Selection:
103 | AndroidVibrate (LightDuration, LightAmplitude);
104 | break;
105 |
106 | case HapticTypes.Success:
107 | AndroidVibrate(_successPattern, _successPatternAmplitude, -1);
108 | break;
109 |
110 | case HapticTypes.Warning:
111 | AndroidVibrate(_warningPattern, _warningPatternAmplitude, -1);
112 | break;
113 |
114 | case HapticTypes.Failure:
115 | AndroidVibrate(_failurePattern, _failurePatternAmplitude, -1);
116 | break;
117 |
118 | case HapticTypes.LightImpact:
119 | AndroidVibrate (LightDuration, LightAmplitude);
120 | break;
121 |
122 | case HapticTypes.MediumImpact:
123 | AndroidVibrate (MediumDuration, MediumAmplitude);
124 | break;
125 |
126 | case HapticTypes.HeavyImpact:
127 | AndroidVibrate (HeavyDuration, HeavyAmplitude);
128 | break;
129 | }
130 | }
131 | else if (iOS ())
132 | {
133 | iOSTriggerHaptics (type);
134 | }
135 | }
136 |
137 | // INTERFACE END ---------------------------------------------------------------------------------------------------------
138 |
139 |
140 |
141 | // Android ---------------------------------------------------------------------------------------------------------
142 |
143 | // Android Vibration reference can be found at :
144 | // https://developer.android.com/reference/android/os/Vibrator.html
145 | // And there starting v26, with support for amplitude :
146 | // https://developer.android.com/reference/android/os/VibrationEffect.html
147 |
148 | #if UNITY_ANDROID && !UNITY_EDITOR
149 | private static AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
150 | private static AndroidJavaObject CurrentActivity = UnityPlayer.GetStatic("currentActivity");
151 | private static AndroidJavaObject AndroidVibrator = CurrentActivity.Call("getSystemService", "vibrator");
152 | private static AndroidJavaClass VibrationEffectClass;
153 | private static AndroidJavaObject VibrationEffect;
154 | private static int DefaultAmplitude;
155 | #else
156 | private static AndroidJavaClass UnityPlayer;
157 | private static AndroidJavaObject CurrentActivity;
158 | private static AndroidJavaObject AndroidVibrator = null;
159 | private static AndroidJavaClass VibrationEffectClass = null;
160 | private static AndroidJavaObject VibrationEffect;
161 | private static int DefaultAmplitude;
162 | #endif
163 |
164 | ///
165 | /// Requests a default vibration on Android, for the specified duration, in milliseconds
166 | ///
167 | /// Milliseconds.
168 | public static void AndroidVibrate(long milliseconds)
169 | {
170 | if (!Android ()) { return; }
171 | AndroidVibrator.Call("vibrate", milliseconds);
172 | }
173 |
174 | ///
175 | /// 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
176 | ///
177 | /// Milliseconds.
178 | /// Amplitude.
179 | public static void AndroidVibrate(long milliseconds, int amplitude)
180 | {
181 | if (!Android ()) { return; }
182 | // amplitude is only supported
183 | if ((AndroidSDKVersion() < 26))
184 | {
185 | AndroidVibrate (milliseconds);
186 | }
187 | else
188 | {
189 | VibrationEffectClassInitialization ();
190 | VibrationEffect = VibrationEffectClass.CallStatic ("createOneShot", new object[] { milliseconds, amplitude });
191 | AndroidVibrator.Call ("vibrate", VibrationEffect);
192 | }
193 | }
194 |
195 | // Requests a vibration on Android for the specified pattern and optional repeat
196 | // Straight out of the Android documentation :
197 | // Pass in an array of ints that are the durations for which to turn on or off the vibrator in milliseconds.
198 | // The first value indicates the number of milliseconds to wait before turning the vibrator on.
199 | // The next value indicates the number of milliseconds for which to keep the vibrator on before turning it off.
200 | // Subsequent values alternate between durations in milliseconds to turn the vibrator off or to turn the vibrator on.
201 | // repeat: the index into pattern at which to repeat, or -1 if you don't want to repeat.
202 | public static void AndroidVibrate(long[] pattern, int repeat)
203 | {
204 | if (!Android ()) { return; }
205 | if ((AndroidSDKVersion () < 26))
206 | {
207 | AndroidVibrator.Call ("vibrate", pattern, repeat);
208 | }
209 | else
210 | {
211 | VibrationEffectClassInitialization ();
212 | VibrationEffect = VibrationEffectClass.CallStatic ("createWaveform", new object[] { pattern, repeat });
213 | AndroidVibrator.Call ("vibrate", VibrationEffect);
214 | }
215 | }
216 |
217 | ///
218 | /// Requests a vibration on Android for the specified pattern, amplitude and optional repeat
219 | ///
220 | /// Pattern.
221 | /// Amplitudes.
222 | /// Repeat.
223 | public static void AndroidVibrate(long[] pattern, int[] amplitudes, int repeat )
224 | {
225 | if (!Android ()) { return; }
226 | if ((AndroidSDKVersion () < 26))
227 | {
228 | AndroidVibrator.Call ("vibrate", pattern, repeat);
229 | }
230 | else
231 | {
232 | VibrationEffectClassInitialization ();
233 | VibrationEffect = VibrationEffectClass.CallStatic ("createWaveform", new object[] { pattern, amplitudes, repeat });
234 | AndroidVibrator.Call ("vibrate", VibrationEffect);
235 | }
236 | }
237 |
238 | ///
239 | /// Stops all Android vibrations that may be active
240 | ///
241 | public static void AndroidCancelVibrations()
242 | {
243 | if (!Android ()) { return; }
244 | AndroidVibrator.Call("cancel");
245 | }
246 |
247 | ///
248 | /// Initializes the VibrationEffectClass if needed.
249 | ///
250 | private static void VibrationEffectClassInitialization ()
251 | {
252 | if (VibrationEffectClass == null) { VibrationEffectClass = new AndroidJavaClass ("android.os.VibrationEffect"); }
253 | }
254 |
255 | ///
256 | /// Returns the current Android SDK version as an int
257 | ///
258 | /// The SDK version.
259 | public static int AndroidSDKVersion()
260 | {
261 | if (_sdkVersion == -1)
262 | {
263 | int apiLevel = int.Parse (SystemInfo.operatingSystem.Substring(SystemInfo.operatingSystem.IndexOf("-") + 1, 3));
264 | _sdkVersion = apiLevel;
265 | return apiLevel;
266 | }
267 | else
268 | {
269 | return _sdkVersion;
270 | }
271 | }
272 |
273 | // Android End ---------------------------------------------------------------------------------------------------------
274 |
275 | // iOS ----------------------------------------------------------------------------------------------------------------
276 |
277 | // The following will only work if the iOSHapticInterface.m file is in a Plugins folder in your project.
278 | // It's a pretty straightforward implementation of iOS's UIFeedbackGenerator's methods.
279 | // You can learn more about them there : https://developer.apple.com/documentation/uikit/uifeedbackgenerator
280 |
281 | #if UNITY_IOS && !UNITY_EDITOR
282 | [DllImport ("__Internal")]
283 | private static extern void InstantiateFeedbackGenerators();
284 | [DllImport ("__Internal")]
285 | private static extern void ReleaseFeedbackGenerators();
286 | [DllImport ("__Internal")]
287 | private static extern void SelectionHaptic();
288 | [DllImport ("__Internal")]
289 | private static extern void SuccessHaptic();
290 | [DllImport ("__Internal")]
291 | private static extern void WarningHaptic();
292 | [DllImport ("__Internal")]
293 | private static extern void FailureHaptic();
294 | [DllImport ("__Internal")]
295 | private static extern void LightImpactHaptic();
296 | [DllImport ("__Internal")]
297 | private static extern void MediumImpactHaptic();
298 | [DllImport ("__Internal")]
299 | private static extern void HeavyImpactHaptic();
300 | #else
301 | private static void InstantiateFeedbackGenerators() {}
302 | private static void ReleaseFeedbackGenerators() {}
303 | private static void SelectionHaptic() {}
304 | private static void SuccessHaptic() {}
305 | private static void WarningHaptic() {}
306 | private static void FailureHaptic() {}
307 | private static void LightImpactHaptic() {}
308 | private static void MediumImpactHaptic() {}
309 | private static void HeavyImpactHaptic() {}
310 | #endif
311 | private static bool iOSHapticsInitialized = false;
312 |
313 | ///
314 | /// Call this method to initialize the haptics. If you forget to do it, Nice Vibrations will do it for you the first time you
315 | /// call iOSTriggerHaptics. It's better if you do it though.
316 | ///
317 | public static void iOSInitializeHaptics()
318 | {
319 | if (!iOS ()) { return; }
320 | InstantiateFeedbackGenerators ();
321 | iOSHapticsInitialized = true;
322 | }
323 |
324 | ///
325 | /// Releases the feedback generators, usually you'll want to call this at OnDisable(); or anytime you know you won't need
326 | /// vibrations anymore.
327 | ///
328 | public static void iOSReleaseHaptics ()
329 | {
330 | if (!iOS ()) { return; }
331 | ReleaseFeedbackGenerators ();
332 | }
333 |
334 | ///
335 | /// 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.
336 | ///
337 | /// true, if supported was hapticsed, false otherwise.
338 | public static bool HapticsSupported()
339 | {
340 | bool hapticsSupported = false;
341 | #if UNITY_IOS
342 | DeviceGeneration generation = Device.generation;
343 | if ((generation == DeviceGeneration.iPhone3G)
344 | || (generation == DeviceGeneration.iPhone3GS)
345 | || (generation == DeviceGeneration.iPodTouch1Gen)
346 | || (generation == DeviceGeneration.iPodTouch2Gen)
347 | || (generation == DeviceGeneration.iPodTouch3Gen)
348 | || (generation == DeviceGeneration.iPodTouch4Gen)
349 | || (generation == DeviceGeneration.iPhone4)
350 | || (generation == DeviceGeneration.iPhone4S)
351 | || (generation == DeviceGeneration.iPhone5)
352 | || (generation == DeviceGeneration.iPhone5C)
353 | || (generation == DeviceGeneration.iPhone5S)
354 | || (generation == DeviceGeneration.iPhone6)
355 | || (generation == DeviceGeneration.iPhone6Plus)
356 | || (generation == DeviceGeneration.iPhone6S)
357 | || (generation == DeviceGeneration.iPhone6SPlus))
358 | {
359 | hapticsSupported = false;
360 | }
361 | else
362 | {
363 | hapticsSupported = true;
364 | }
365 | #endif
366 |
367 | return hapticsSupported;
368 | }
369 |
370 | ///
371 | /// iOS only : triggers a haptic feedback of the specified type
372 | ///
373 | /// Type.
374 | public static void iOSTriggerHaptics(HapticTypes type)
375 | {
376 | if (!iOS ()) { return; }
377 |
378 | if (!iOSHapticsInitialized)
379 | {
380 | iOSInitializeHaptics ();
381 | }
382 |
383 | // this will trigger a standard vibration on all the iOS devices that don't support haptic feedback
384 |
385 | if (HapticsSupported())
386 | {
387 | switch (type)
388 | {
389 | case HapticTypes.Selection:
390 | SelectionHaptic ();
391 | break;
392 |
393 | case HapticTypes.Success:
394 | SuccessHaptic ();
395 | break;
396 |
397 | case HapticTypes.Warning:
398 | WarningHaptic ();
399 | break;
400 |
401 | case HapticTypes.Failure:
402 | FailureHaptic ();
403 | break;
404 |
405 | case HapticTypes.LightImpact:
406 | LightImpactHaptic ();
407 | break;
408 |
409 | case HapticTypes.MediumImpact:
410 | MediumImpactHaptic ();
411 | break;
412 |
413 | case HapticTypes.HeavyImpact:
414 | HeavyImpactHaptic ();
415 | break;
416 | }
417 | }
418 | else
419 | {
420 | #if UNITY_IOS
421 | Handheld.Vibrate();
422 | #endif
423 | }
424 | }
425 |
426 | ///
427 | /// Returns a string containing iOS SDK informations
428 | ///
429 | /// The OSSDK version.
430 | public static string iOSSDKVersion()
431 | {
432 | #if UNITY_IOS && !UNITY_EDITOR
433 | return Device.systemVersion;
434 | #else
435 | return null;
436 | #endif
437 | }
438 |
439 | // iOS End ----------------------------------------------------------------------------------------------------------------
440 | }
441 | }
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1 | Copyright (c) 2010-2015, Łukasz Dziedzic (dziedzic@typoland.com),
2 | with Reserved Font Name Lato.
3 |
4 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
5 | This license is copied below, and is also available with a FAQ at:
6 | http://scripts.sil.org/OFL
7 |
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | The goals of the Open Font License (OFL) are to stimulate worldwide
15 | development of collaborative font projects, to support the font creation
16 | efforts of academic and linguistic communities, and to provide a free and
17 | open framework in which fonts may be shared and improved in partnership
18 | with others.
19 |
20 | The OFL allows the licensed fonts to be used, studied, modified and
21 | redistributed freely as long as they are not sold by themselves. The
22 | fonts, including any derivative works, can be bundled, embedded,
23 | redistributed and/or sold with any software provided that any reserved
24 | names are not used by derivative works. The fonts and derivatives,
25 | however, cannot be released under any other type of license. The
26 | requirement for fonts to remain under this license does not apply
27 | to any document created using the fonts or their derivatives.
28 |
29 | DEFINITIONS
30 | "Font Software" refers to the set of files released by the Copyright
31 | Holder(s) under this license and clearly marked as such. This may
32 | include source files, build scripts and documentation.
33 |
34 | "Reserved Font Name" refers to any names specified as such after the
35 | copyright statement(s).
36 |
37 | "Original Version" refers to the collection of Font Software components as
38 | distributed by the Copyright Holder(s).
39 |
40 | "Modified Version" refers to any derivative made by adding to, deleting,
41 | or substituting -- in part or in whole -- any of the components of the
42 | Original Version, by changing formats or by porting the Font Software to a
43 | new environment.
44 |
45 | "Author" refers to any designer, engineer, programmer, technical
46 | writer or other person who contributed to the Font Software.
47 |
48 | PERMISSION & CONDITIONS
49 | Permission is hereby granted, free of charge, to any person obtaining
50 | a copy of the Font Software, to use, study, copy, merge, embed, modify,
51 | redistribute, and sell modified and unmodified copies of the Font
52 | Software, subject to the following conditions:
53 |
54 | 1) Neither the Font Software nor any of its individual components,
55 | in Original or Modified Versions, may be sold by itself.
56 |
57 | 2) Original or Modified Versions of the Font Software may be bundled,
58 | redistributed and/or sold with any software, provided that each copy
59 | contains the above copyright notice and this license. These can be
60 | included either as stand-alone text files, human-readable headers or
61 | in the appropriate machine-readable metadata fields within text or
62 | binary files as long as those fields can be easily viewed by the user.
63 |
64 | 3) No Modified Version of the Font Software may use the Reserved Font
65 | Name(s) unless explicit written permission is granted by the corresponding
66 | Copyright Holder. This restriction only applies to the primary font name as
67 | presented to the users.
68 |
69 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
70 | Software shall not be used to promote, endorse or advertise any
71 | Modified Version, except to acknowledge the contribution(s) of the
72 | Copyright Holder(s) and the Author(s) or with their explicit written
73 | permission.
74 |
75 | 5) The Font Software, modified or unmodified, in part or in whole,
76 | must be distributed entirely under this license, and must not be
77 | distributed under any other license. The requirement for fonts to
78 | remain under this license does not apply to any document created
79 | using the Font Software.
80 |
81 | TERMINATION
82 | This license becomes null and void if any of the above conditions are
83 | not met.
84 |
85 | DISCLAIMER
86 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
87 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
88 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
89 | OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
90 | COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
91 | INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
92 | DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
93 | FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
94 | OTHER DEALINGS IN THE FONT SOFTWARE.
95 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace MoreMountains.NiceVibrations
7 | {
8 | public class NiceVibrationsDemoManager : MonoBehaviour
9 | {
10 | /// a text object in the demo scene in which debug information will be displayed
11 | public Text DebugTextBox;
12 |
13 | protected string _debugString;
14 | protected string _platformString;
15 | protected const string _CURRENTVERSION = "1.2";
16 |
17 | ///
18 | /// On Awake, we initialize our iOS haptics.
19 | /// Of course, this only needs to be done when on iOS, or targeting iOS.
20 | /// A test will be done and this method will do nothing if running on anything else
21 | ///
22 | protected virtual void Awake()
23 | {
24 | MMVibrationManager.iOSInitializeHaptics ();
25 | }
26 |
27 | ///
28 | /// On Start, we display our debug information
29 | ///
30 | protected virtual void Start()
31 | {
32 | DisplayInformation ();
33 | }
34 |
35 | ///
36 | /// Displays the debug information (API version on Android, iOS sdk version, and error message otherwise)
37 | ///
38 | protected virtual void DisplayInformation()
39 | {
40 | if (MMVibrationManager.Android ())
41 | {
42 | _platformString = "API version " + MMVibrationManager.AndroidSDKVersion().ToString();
43 | }
44 | else if (MMVibrationManager.iOS ())
45 | {
46 | _platformString = "iOS " + MMVibrationManager.iOSSDKVersion();
47 | }
48 | else
49 | {
50 | _platformString = Application.platform + ", not supported by Nice Vibrations for now.";
51 | }
52 |
53 | DebugTextBox.text = "Platform : " + _platformString + "\n Nice Vibrations v" + _CURRENTVERSION;
54 | }
55 |
56 | ///
57 | /// On Disable, we release our iOS haptics (to save memory and avoid garbage).
58 | /// Of course, this only needs to be done when on iOS, or targeting iOS.
59 | /// A test will be done and this method will do nothing if running on anything else
60 | ///
61 | protected virtual void OnDisable()
62 | {
63 | MMVibrationManager.iOSReleaseHaptics ();
64 | }
65 |
66 | ///
67 | /// The following methods are bound (via the inspector) to buttons in the demo scene, and will call the corresponding vibration methods
68 | ///
69 |
70 | ///
71 | /// Triggers the default Unity vibration, without any control over duration, pattern or amplitude
72 | ///
73 | public virtual void TriggerDefault()
74 | {
75 | #if UNITY_IOS || UNITY_ANDROID
76 | Handheld.Vibrate ();
77 | #endif
78 | }
79 |
80 | ///
81 | /// Triggers the default Vibrate method, which will result in a medium vibration on Android and a medium impact on iOS
82 | ///
83 | public virtual void TriggerVibrate()
84 | {
85 | MMVibrationManager.Vibrate ();
86 | }
87 |
88 | ///
89 | /// Triggers the selection haptic feedback, a light vibration on Android, and a light impact on iOS
90 | ///
91 | public virtual void TriggerSelection()
92 | {
93 | MMVibrationManager.Haptic (HapticTypes.Selection);
94 | }
95 |
96 | ///
97 | /// Triggers the success haptic feedback, a light then heavy vibration on Android, and a success impact on iOS
98 | ///
99 | public virtual void TriggerSuccess()
100 | {
101 | MMVibrationManager.Haptic (HapticTypes.Success);
102 | }
103 |
104 | ///
105 | /// Triggers the warning haptic feedback, a heavy then medium vibration on Android, and a warning impact on iOS
106 | ///
107 | public virtual void TriggerWarning()
108 | {
109 | MMVibrationManager.Haptic (HapticTypes.Warning);
110 | }
111 |
112 | ///
113 | /// Triggers the failure haptic feedback, a medium / heavy / heavy / light vibration pattern on Android, and a failure impact on iOS
114 | ///
115 | public virtual void TriggerFailure()
116 | {
117 | MMVibrationManager.Haptic (HapticTypes.Failure);
118 | }
119 |
120 | ///
121 | /// Triggers a light impact on iOS and a short and light vibration on Android.
122 | ///
123 | public virtual void TriggerLightImpact()
124 | {
125 | MMVibrationManager.Haptic (HapticTypes.LightImpact);
126 | }
127 |
128 | ///
129 | /// Triggers a medium impact on iOS and a medium and regular vibration on Android.
130 | ///
131 | public virtual void TriggerMediumImpact()
132 | {
133 | MMVibrationManager.Haptic (HapticTypes.MediumImpact);
134 | }
135 |
136 | ///
137 | /// Triggers a heavy impact on iOS and a long and heavy vibration on Android.
138 | ///
139 | public virtual void TriggerHeavyImpact()
140 | {
141 | MMVibrationManager.Haptic (HapticTypes.HeavyImpact);
142 | }
143 | }
144 | }
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1 | A more user friendly doc is available at http://nice-vibrations-docs.moremountains.com/
2 | Find out more about the asset at http://nice-vibrations.moremountains.com/
3 |
4 | Nice Vibrations v1.2
5 |
6 | ## WHAT'S IN THE ASSET ?
7 | -------------------------
8 |
9 | The asset contains two main folders : Common and Demos. As the name implies, Common contains all the scripts necessary for the mobile vibrations to work. You'll want to keep that folder in your game.
10 |
11 | Demos contains a demo scene meant to be compiled for Android or iOS.
12 |
13 |
14 | ## HOW DO I ADD THIS TO MY GAME ?
15 | ------------------------------
16 |
17 | You should probably go check out http://nice-vibrations-docs.moremountains.com/, there'll be more details, but basically all you need is to import the asset into your project, and you can instantly call the vibration methods from anywhere in your code. No need to add anything to your scenes. Nice Vibrations comes with universal methods (that will target both iOS and Android in one line), or specific ones to get more tailored results on each platform.
18 |
19 | ## IS THERE DOCUMENTATION SOMEWHERE ?
20 | -------------------------------------
21 |
22 | There is!
23 | There's a functional documentation at http://nice-vibrations-docs.moremountains.com/
24 | And a complete API documentation at http://nice-vibrations-docs.moremountains.com/API/
25 |
26 | ## I STILL HAVE A QUESTION!
27 | ---------------------------
28 |
29 | If something's still not clear, you can always drop me a line using the form at http://nice-vibrations.moremountains.com/. It's entirely possible that I forgot to document something, but please make sure you've read the documentation before filling this form. You can also please check the FAQ before sending me an email. Chances are, your question's answered right there. If it's not, then go ahead!
30 | Also, if you're asking for support, please send me your invoice number, along with your Unity version and the version of Nice Vibrations you're using, so I can help you best.
31 |
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