using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Autohand { [RequireComponent(typeof(Hand))] public class HandCollisionHaptics : MonoBehaviour { [Tooltip("The layers that cause the sound to play")] public LayerMask collisionTriggers = ~0; public float hapticAmp = 0.8f; public float velocityAmp = 0.5f; public float repeatDelay = 0.2f; public float maxDuration = 0.5f; [Tooltip("Source to play sound from")] public AnimationCurve velocityAmpCurve = AnimationCurve.Linear(0, 0, 1, 1); [Tooltip("Source to play sound from")] public AnimationCurve velocityDurationCurve = AnimationCurve.Linear(0, 0, 1, 1); Hand hand; Rigidbody body; bool canPlay = true; Coroutine playRoutine; private void Start() { body = GetComponent(); hand = GetComponent(); //So the sound doesn't play when falling in place on start StartCoroutine(HapticPlayBuffer(1f)); } private void OnDisable() { if(playRoutine != null) StopCoroutine(playRoutine); } void OnCollisionEnter(Collision collision) { if(canPlay && collisionTriggers == (collisionTriggers | (1 << collision.gameObject.layer))) { if(body != null) { if(collision.collider.attachedRigidbody == null || collision.collider.attachedRigidbody.mass > 0.0000001f) { var magnitude = collision.relativeVelocity.magnitude; hand.PlayHapticVibration(Mathf.Clamp(velocityDurationCurve.Evaluate(magnitude), 0, maxDuration), velocityAmpCurve.Evaluate(magnitude * velocityAmp) * hapticAmp); if(playRoutine != null) StopCoroutine(playRoutine); playRoutine = StartCoroutine(PlayBuffer()); } } } } IEnumerator PlayBuffer() { canPlay = false; yield return new WaitForSeconds(repeatDelay); canPlay = true; playRoutine = null; } IEnumerator HapticPlayBuffer(float time) { canPlay = false; yield return new WaitForSeconds(time); canPlay = true; playRoutine = null; } } }