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65 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Autohand {
[RequireComponent(typeof(Grabbable))]
public class GrabbableCollisionHaptics : 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);
Grabbable grab;
Rigidbody body;
bool canPlay = true;
Coroutine playRoutine;
private void Start() {
body = GetComponent<Rigidbody>();
grab = GetComponent<Grabbable>();
//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;
grab.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;
}
}
}