chore: initial commit
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// Copyright (c) Meta Platforms, Inc. and affiliates.
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using UnityEngine;
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using UnityEngine.UI;
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namespace Lofelt.NiceVibrations
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{
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public class EmphasisHapticsDemoManager : DemoManager
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{
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[Header("Emphasis Haptics")]
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public MMProgressBar AmplitudeProgressBar;
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public MMProgressBar FrequencyProgressBar;
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public HapticCurve TargetCurve;
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public float EmphasisAmplitude = 1f;
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public float EmphasisFrequency = 1f;
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public Text EmphasisAmplitudeText;
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public Text EmphasisFrequencyText;
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protected virtual void Start()
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{
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FrequencyProgressBar.UpdateBar(1f, 0f, 1f);
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AmplitudeProgressBar.UpdateBar(1f, 0f, 1f);
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TargetCurve.UpdateCurve(EmphasisAmplitude, EmphasisFrequency);
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HapticController.fallbackPreset = HapticPatterns.PresetType.RigidImpact;
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}
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public virtual void UpdateEmphasisAmplitude(float newAmplitude)
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{
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EmphasisAmplitude = newAmplitude;
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EmphasisAmplitudeText.text = NiceVibrationsDemoHelpers.Round(newAmplitude, 2).ToString();
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AmplitudeProgressBar.UpdateBar(EmphasisAmplitude, 0f, 1f);
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TargetCurve.UpdateCurve(EmphasisAmplitude, EmphasisFrequency);
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}
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public virtual void UpdateEmphasisFrequency(float newFrequency)
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{
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EmphasisFrequency = newFrequency;
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EmphasisFrequencyText.text = NiceVibrationsDemoHelpers.Round(newFrequency, 2).ToString();
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FrequencyProgressBar.UpdateBar(EmphasisFrequency, 0f, 1f);
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TargetCurve.UpdateCurve(EmphasisAmplitude, EmphasisFrequency);
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}
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public virtual void EmphasisHapticsButton()
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{
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HapticPatterns.PlayEmphasis(EmphasisAmplitude, EmphasisFrequency);
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StartCoroutine(Logo.Shake(0.2f));
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DebugAudioEmphasis.volume = EmphasisAmplitude;
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DebugAudioEmphasis.pitch = 0.5f + EmphasisFrequency / 2f;
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DebugAudioEmphasis.Play();
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}
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}
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}
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