hellbound/Assets/Sources/Feel/NiceVibrations/Common/Scripts/Haptics/MMNViOS.cs

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2021-11-26 11:16:25 +03:00
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
{
/// <summary>
/// This class handles all iOS haptics specific calls, pre-CoreHaptics API
/// </summary>
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;
/// <summary>
/// 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.
/// </summary>
public static void iOSInitializeHaptics()
{
if (!MMNVPlatform.iOS()) { return; }
MMNViOS_InstantiateFeedbackGenerators();
iOSHapticsInitialized = true;
}
/// <summary>
/// Releases the feedback generators, usually you'll want to call this at OnDisable(); or anytime you know you won't need
/// vibrations anymore.
/// </summary>
public static void iOSReleaseHaptics()
{
if (!MMNVPlatform.iOS()) { return; }
MMNViOS_ReleaseFeedbackGenerators();
}
/// <summary>
/// iOS only : triggers a haptic feedback of the specified type
/// </summary>
/// <param name="type">Type.</param>
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
}
}
/// <summary>
/// Returns a string containing iOS SDK informations
/// </summary>
/// <returns>The OSSDK version.</returns>
public static string iOSSDKVersion()
{
#if UNITY_IOS && !UNITY_EDITOR
return Device.systemVersion;
#else
return null;
#endif
}
/// <summary>
/// Computes and stores the current iOS version
/// </summary>
/// <returns></returns>
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;
}
/// <summary>
/// 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.
/// </summary>
/// <returns><c>true</c>, if supported was hapticsed, <c>false</c> otherwise.</returns>
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;
}
}
}