Moved some files (+Added VibrationComponent)
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source/src/core/vibration_component.gd
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139
source/src/core/vibration_component.gd
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@tool
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class_name VibrationComponent
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extends Node
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## A small helper node to quickly perform controller vibrations.
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## If [code]false[/code], calling [method vibrate] will not start a controller vibration.
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@export var enabled: bool = true:
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get = is_enabled,
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set = set_enabled
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## [param duration] is the duration of the effect in seconds
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## (a duration of [code]0[/code] will try to play the vibration indefinitely).[br]
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## The vibration can be stopped early by calling [method stop_vibration].
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@export var duration: float = 0.15:
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get = get_duration,
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set = set_duration
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## The device index to perform the vibration on.
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@export var device: int = 0:
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get = get_device,
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set = set_device
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## The delay the vibration by this amount.
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@export var delay: float = 0.0
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@warning_ignore_start("unused_private_class_variable")
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@export_tool_button("Test Vibration", "InputEventJoypadMotion")
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var _editor_test_vibration: Callable = vibrate
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@export_tool_button("Stop Vibration", "MissingNode")
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var _editor_stop_test_vibration: Callable = stop_vibration
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@warning_ignore_restore("unused_private_class_variable")
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@export_group("Magnitude")
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## [param weak_magnitude] is the strength of the weak motor
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## (between [code]0[/code] and [code]1[/code]).
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@export_range(0.0, 1.0) var weak_magnitude: float = 0.1:
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get = get_weak_magnitude,
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set = set_weak_magnitude
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## [param strong_magnitude] is the strength of the strong motor
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## (between [code]0[/code] and [code]1[/code]).
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@export_range(0.0, 1.0) var strong_magnitude: float = 0.2:
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get = get_strong_magnitude,
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set = set_strong_magnitude
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## Multiplies [member weak_magnitude] and [member strong_magnitude] by this amount.
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@export var magnitude_multiplier: float = 1.0:
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get = get_magnitude_multiplier,
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set = set_magnitude_multiplier
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var animated_weak_magnitude: float = 0.0:
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set(value):
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animated_weak_magnitude = clampf(value, 0.0, 1.0)
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var animated_strong_magnitude: float = 0.0:
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set(value):
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animated_strong_magnitude = clampf(value, 0.0, 1.0)
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func _process(delta: float) -> void:
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if not is_zero_approx(animated_weak_magnitude + animated_strong_magnitude):
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Input.start_joy_vibration.call_deferred(
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device, animated_weak_magnitude, animated_strong_magnitude, delta
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)
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animated_weak_magnitude = 0.0
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animated_strong_magnitude = 0.0
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## Performs the controller vibration based on given parameters of the component.[br]
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## [b]Info[/b]: The [member enabled] parameter must be [code]true[/code].
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func vibrate() -> void:
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# Don't vibrate if the user has it turned off.
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if not Engine.is_editor_hint():
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if (
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not InputManager.using_controller
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#or not ProjectSettings.get_setting("game/input/controller_vibrations", true)
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):
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return
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if enabled:
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if delay > 0.0:
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await get_tree().create_timer(delay).timeout
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Input.start_joy_vibration(
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device,
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clampf(weak_magnitude * magnitude_multiplier, 0.0, 1.0),
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clampf(strong_magnitude * magnitude_multiplier, 0.0, 1.0),
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duration
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)
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## Stops the vibration of the joypad, based on the [member device] parameter,
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## started with [method vibrate].
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func stop_vibration() -> void:
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Input.stop_joy_vibration(device)
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func set_enabled(value: bool) -> void:
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enabled = value
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func is_enabled() -> bool:
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return enabled
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func set_device(device_id: int) -> void:
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device = device_id
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func get_device() -> int:
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return device
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func set_duration(length: float) -> void:
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duration = length
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func get_duration() -> float:
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return duration
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func set_magnitude_multiplier(multiplier_value: float) -> void:
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magnitude_multiplier = multiplier_value
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func get_magnitude_multiplier() -> float:
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return magnitude_multiplier
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func set_weak_magnitude(weak_value: float) -> void:
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weak_magnitude = weak_value
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func get_weak_magnitude() -> float:
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return weak_magnitude
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func set_strong_magnitude(strong_value: float) -> void:
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strong_magnitude = strong_value
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func get_strong_magnitude() -> float:
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return strong_magnitude
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1
source/src/core/vibration_component.gd.uid
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1
source/src/core/vibration_component.gd.uid
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uid://bbwtct3hoxwws
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