River Jiang
2020-10-28 d2bc86161bf01b9ac01ba7b4b6ee7e341778c0c2
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
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 will allow you to trigger vibrations and haptic feedbacks on both iOS and Android,
    /// or on each specific platform independently.
    ///
    /// For haptics patterns, it takes inspiration from the iOS guidelines :
    /// https://developer.apple.com/ios/human-interface-guidelines/user-interaction/feedback
    /// Of course the iOS haptics are called directly as they are, and they're crudely reproduced on Android.
    /// Feel free to tweak the patterns or create your own.
    ///
    /// Here's a brief overview of the patterns :
    ///
    /// - selection : light
    /// - success : light / heavy
    /// - warning : heavy / medium
    /// - failure : medium / medium / heavy / light
    /// - light
    /// - medium
    /// - heavy
    /// - soft
    /// - rigid
    ///
    /// In addition, this class will also let you trigger core haptics on supported devices running recent versions of iOS (after iOS 13).
    /// These let you trigger transient or continuous haptics, or play AHAP based JSON strings for even more control.
    ///
    /// </summary>
    public static class MMVibrationManager
    {
        /// the current iOS version
        public static float iOSVersion;
        /// the duration of the light vibration (in microseconds)
        public static long LightDuration = 20;
        /// the duration of the medium vibration (in microseconds)
        public static long MediumDuration = 40;
        /// the duration of the heavy vibration (in microseconds)
        public static long HeavyDuration = 80;
        /// the duration of the rigid vibration (in microseconds)
        public static long RigidDuration = 20;
        /// the duration of the soft vibration (in microseconds)
        public static long SoftDuration = 80;
        /// the amplitude of the light vibration
        public static int LightAmplitude = 40;
        /// the amplitude of the medium vibration
        public static int MediumAmplitude = 120;
        /// the amplitude of the heavy vibration
        public static int HeavyAmplitude = 255;
        /// the amplitude of the rigid vibration
        public static int RigidAmplitude = 255;
        /// the amplitude of the soft vibration
        public static int SoftAmplitude = 40;
 
        private static bool _vibrationsActive = true;
        private static bool _debugLogActive = false;
        private static bool _hapticsPlayedOnce = false;
 
        private static long[] _rigidImpactPattern = { 0, RigidDuration };
        private static int[] _rigidImpactPatternAmplitude = { 0, RigidAmplitude };
        private static long[] _softImpactPattern = { 0, SoftDuration };
        private static int[] _softImpactPatternAmplitude = { 0, SoftAmplitude };
        private static long[] _lightImpactPattern = { 0, LightDuration };
        private static int[] _lightImpactPatternAmplitude = { 0, LightAmplitude };
        private static long[] _mediumImpactPattern = { 0, MediumDuration };
        private static int[] _mediumImpactPatternAmplitude = { 0, MediumAmplitude };
        private static long[] _HeavyImpactPattern = { 0, HeavyDuration };
        private static int[] _HeavyImpactPatternAmplitude = { 0, HeavyAmplitude };
        private static long[] _successPattern = { 0, LightDuration, LightDuration, HeavyDuration};
        private static int[] _successPatternAmplitude = { 0, LightAmplitude, 0, HeavyAmplitude};
        private static long[] _warningPattern = { 0, HeavyDuration, LightDuration, MediumDuration};
        private static int[] _warningPatternAmplitude = { 0, HeavyAmplitude, 0, MediumAmplitude};
        private static long[] _failurePattern = { 0, MediumDuration, LightDuration, MediumDuration, LightDuration, HeavyDuration, LightDuration, LightDuration};
        private static int[] _failurePatternAmplitude = { 0, MediumAmplitude, 0, MediumAmplitude, 0, HeavyAmplitude, 0, LightAmplitude};
 
        #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
        private static Vector3 _rumbleRigid = new Vector3(0.5f, 1f, 0.08f);
        private static Vector3 _rumbleSoft = new Vector3(1f, 0.03f, 0.1f);
        private static Vector3 _rumbleLight = new Vector3(0.5f, 0.5f, 0.02f);
        private static Vector3 _rumbleMedium = new Vector3(0.8f, 0.8f, 0.04f);
        private static Vector3 _rumbleHeavy = new Vector3(1f, 1f, 0.08f);
        private static Vector3 _rumbleSuccess = new Vector3(1f, 1f, 1f);
        private static Vector3 _rumbleWarning = new Vector3(1f, 1f, 1f);
        private static Vector3 _rumbleFailure = new Vector3(1f, 1f, 1f);
        private static Vector3 _rumbleSelection = new Vector3(1f, 1f, 1f);
        #endif
 
 
        /// <summary>
        /// On construction, computes the current iOS version
        /// </summary>
        static MMVibrationManager()
        {
            DebugLog("[MMVibrationManager] Initialize vibration manager");
            iOSVersion = ComputeiOSVersion();
        }
 
        /// <summary>
        /// Enables or disables all haptics called via this class
        /// </summary>
        /// <param name="status"></param>
        public static void SetHapticsActive(bool status)
        {
            DebugLog("[MMVibrationManager] Set haptics active : "+status);
            _vibrationsActive = status;
        }
 
        /// <summary>
        /// Returns true if haptics are supported on this device
        /// </summary>
        /// <returns></returns>
        public static bool HapticsSupported()
        {
            if (iOS())
            {
                if (iOSVersion >= 13)
                {
                    return MMNViOSCoreHaptics.CoreHapticsSupported();
                }
                else
                {
                    return MMNViOS.iOSHapticsSupported();
                }
            }
            if (Android())
            {
                return MMNVAndroid.AndroidHasVibrator();
            }
            return false;
        }
 
        /// <summary>
        /// Enables or disables console logs (off by default)
        /// </summary>
        /// <param name="log"></param>
        public static void SetDebugMode(bool log)
        {
            _debugLogActive = log;
            MMNViOSCoreHaptics.SetDebugMode(true);
        }
 
        /// <summary>
        /// Returns true if the current platform is Android, false otherwise.
        /// </summary>
        public static bool Android()
        {
            return MMNVPlatform.Android();
        }
 
        /// <summary>
        /// Returns true if the current platform is iOS, false otherwise
        /// </summary>
        /// <returns><c>true</c>, if O was ied, <c>false</c> otherwise.</returns>
        public static bool iOS()
        {
            return MMNVPlatform.iOS();
        }
 
        /// <summary>
        /// Triggers a simple vibration
        /// </summary>
        public static void Vibrate()
        {
            DebugLog("[MMVibrationManager] Vibrate");
            if (!_vibrationsActive)
            {
                return;
            }
            if (Android())
            {
                MMNVAndroid.AndroidVibrate (MediumDuration);
            }
            else if (iOS())
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayTransientHapticPattern(0.8f, 0.8f, true);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact);
                }
            }
        }
 
        /// <summary>
        /// Triggers a haptic feedback of the specified type
        /// </summary>
        /// <param name="type">Type.</param>
        public static void Haptic(HapticTypes type, bool defaultToRegularVibrate = false, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1)
        {
            if (!_vibrationsActive)
            {
                return;
            }
 
            DebugLog("[MMVibrationManager] Regular Haptic");
 
            if (Android())
            {
                switch (type)
                {
                    case HapticTypes.None:
                        // do nothing
                        break;
                    case HapticTypes.Selection:
                        MMNVAndroid.AndroidVibrate (LightDuration, LightAmplitude);
                        break;
 
                    case HapticTypes.Success:
                        MMNVAndroid.AndroidVibrate(_successPattern, _successPatternAmplitude, -1);
                        break;
 
                    case HapticTypes.Warning:
                        MMNVAndroid.AndroidVibrate(_warningPattern, _warningPatternAmplitude, -1);
                        break;
 
                    case HapticTypes.Failure:
                        MMNVAndroid.AndroidVibrate(_failurePattern, _failurePatternAmplitude, -1);
                        break;
 
                    case HapticTypes.LightImpact:
                        MMNVAndroid.AndroidVibrate (_lightImpactPattern, _lightImpactPatternAmplitude, -1);
                        break;
 
                    case HapticTypes.MediumImpact:
                        MMNVAndroid.AndroidVibrate (_mediumImpactPattern, _mediumImpactPatternAmplitude, -1);
                        break;
 
                    case HapticTypes.HeavyImpact:
                        MMNVAndroid.AndroidVibrate (_HeavyImpactPattern, _HeavyImpactPatternAmplitude, -1);
                        break;
                    case HapticTypes.RigidImpact:
                        MMNVAndroid.AndroidVibrate(_rigidImpactPattern, _rigidImpactPatternAmplitude, -1);
                        break;
                    case HapticTypes.SoftImpact:
                        MMNVAndroid.AndroidVibrate(_softImpactPattern, _softImpactPatternAmplitude, -1);
                        break;
                }
            }
            else if (iOS())
            {
                MMNViOS.iOSTriggerHaptics(type, defaultToRegularVibrate);
            }
 
            if (alsoRumble && (coroutineSupport != null))
            {
                #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                switch (type)
                {
                    case HapticTypes.None:
                        // do nothing
                        break;
                    case HapticTypes.Selection:
                        MMNVRumble.Rumble(_rumbleLight.x, _rumbleMedium.y, _rumbleLight.z, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.Success:
                        MMNVRumble.Rumble(_successPattern, _successPatternAmplitude, -1, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.Warning:
                        MMNVRumble.Rumble(_warningPattern, _warningPatternAmplitude, -1, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.Failure:
                        MMNVRumble.Rumble(_failurePattern, _failurePatternAmplitude, -1, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.LightImpact:
                        MMNVRumble.Rumble(_rumbleLight.x, _rumbleLight.y, _rumbleLight.z, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.MediumImpact:
                        MMNVRumble.Rumble(_rumbleMedium.x, _rumbleMedium.y, _rumbleMedium.z, coroutineSupport, controllerID);
                        break;
 
                    case HapticTypes.HeavyImpact:
                        MMNVRumble.Rumble(_rumbleHeavy.x, _rumbleHeavy.y, _rumbleHeavy.z, coroutineSupport, controllerID);
                        break;
                    case HapticTypes.RigidImpact:
                        MMNVRumble.Rumble(_rumbleRigid.x, _rumbleRigid.y, _rumbleRigid.z, coroutineSupport, controllerID);
                        break;
                    case HapticTypes.SoftImpact:
                        MMNVRumble.Rumble(_rumbleSoft.x, _rumbleSoft.y, _rumbleSoft.z, coroutineSupport, controllerID);
                        break;
                }
                #endif
            }
        }
 
        /// <summary>
        /// Plays a transient haptic, a single, short haptic feedback, of the specified intensity and sharpness
        /// </summary>
        /// <param name="intensity"></param>
        /// <param name="sharpness"></param>
        public static void TransientHaptic(float intensity, float sharpness, bool alsoRumble = false, MonoBehaviour coroutineSupport = null, int controllerID = -1)
        {
            TransientHaptic(true, intensity, sharpness, true, intensity, sharpness, true, alsoRumble, intensity, sharpness, controllerID, coroutineSupport);
        }
 
        /// <summary>
        /// Plays a transient haptic, signature with more fine control
        /// </summary>
        /// <param name="vibrateiOS"></param>
        /// <param name="iOSIntensity"></param>
        /// <param name="iOSSharpness"></param>
        /// <param name="vibrateAndroid"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleIntensity"></param>
        /// <param name="rumbleSharpness"></param>
        /// <param name="controllerID"></param>
        /// <param name="coroutineSupport"></param>
        public static void TransientHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, 
                                            bool vibrateAndroid, float androidIntensity = 1f, float androidSharpness = 1f,
                                            bool vibrateAndroidIfNoSupport = false,
                                            bool rumble = true, float rumbleIntensity = 1f, float rumbleSharpness = 1f, int controllerID = -1,
                                            MonoBehaviour coroutineSupport = null, bool threaded = true)
        {
            if (!_vibrationsActive)
            {
                return;
            }
 
            DebugLog("[MMVibrationManager] Transient Haptic");
 
            if (Android() && vibrateAndroid)
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255);
                MMNVAndroid.AndroidVibrate(100, (int)(androidIntensity));
            }
            else if (iOS() && vibrateiOS)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayTransientHapticPattern(iOSIntensity, iOSSharpness, threaded);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    if (iOSIntensity < 0.3f)
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.LightImpact);
                    }
                    else if ((iOSIntensity >= 0.3f) && (iOSIntensity < 0.6f))
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact);
                    }
                    else
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.HeavyImpact);
                    }
                }
            }
            if (rumble && (coroutineSupport != null))
            {
                #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                    MMNVRumble.Rumble(rumbleIntensity, rumbleSharpness, 0.08f, coroutineSupport, controllerID);
                #endif
            }
        }
 
        /// <summary>
        /// Plays a continuous haptic of the specified intensity, sharpness and duration
        /// </summary>
        /// <param name="intensity"></param>
        /// <param name="sharpness"></param>
        /// <param name="duration"></param>
        public static void ContinuousHaptic(float intensity, float sharpness, float duration, 
            HapticTypes fallbackOldiOS = HapticTypes.None, MonoBehaviour mono = null, bool alsoRumble = false, int controllerID = -1, bool threaded = false)
        {
            ContinuousHaptic(true, intensity, sharpness, fallbackOldiOS, true, intensity, sharpness, false, alsoRumble, intensity, sharpness, controllerID, duration, mono, threaded);
        }
 
        /// <summary>
        /// Plays a continuous haptic, full options signature 
        /// </summary>
        /// <param name="vibrateiOS"></param>
        /// <param name="iOSIntensity"></param>
        /// <param name="iOSSharpness"></param>
        /// <param name="fallbackOldiOS"></param>
        /// <param name="vibrateAndroid"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleIntensity"></param>
        /// <param name="rumbleSharpness"></param>
        /// <param name="controllerID"></param>
        /// <param name="duration"></param>
        /// <param name="mono"></param>
        public static void ContinuousHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, HapticTypes fallbackOldiOS,
                                            bool vibrateAndroid, float androidIntensity, float androidSharpness, 
                                            bool vibrateAndroidIfNoSupport,
                                            bool rumble, float rumbleIntensity, float rumbleSharpness, int controllerID,
                                            float duration, 
                                            MonoBehaviour mono = null, bool threaded = false)
        {
            if (!_vibrationsActive)
            {
                return;
            }
 
            DebugLog("[MMVibrationManager] Continuous Haptic");
 
            if (Android() && vibrateAndroid)
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255);
                MMNVAndroid.AndroidVibrate((long)(duration * 1000), (int)(androidIntensity));
            }
            else if (iOS() && vibrateiOS)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayContinuousHapticPattern(iOSIntensity, iOSSharpness, duration, mono, threaded);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    MMNViOS.iOSTriggerHaptics(fallbackOldiOS);
                }
            }
            if (rumble && (mono != null))
            {
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                MMNVRumble.RumbleContinuous(rumbleIntensity, rumbleSharpness, controllerID);
#endif
            }
        }
 
        /// <summary>
        /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that
        /// </summary>
        /// <param name="intensity"></param>
        /// <param name="sharpness"></param>
        /// <param name="alsoRumble"></param>
        public static void UpdateContinuousHaptic(float intensity, float sharpness, bool alsoRumble = false, int controllerID = -1, bool threaded = false)
        {
            UpdateContinuousHaptic(true, intensity, sharpness, true, intensity, sharpness, alsoRumble, intensity, sharpness, controllerID, threaded);
        }
 
        /// <summary>
        /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that
        /// More options signature
        /// </summary>
        /// <param name="ios"></param>
        /// <param name="iosIntensity"></param>
        /// <param name="iosSharpness"></param>
        /// <param name="android"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleIntensity"></param>
        /// <param name="rumbleSharpness"></param>
        /// <param name="controllerID"></param>
        public static void UpdateContinuousHaptic(bool ios, float iosIntensity, float iosSharpness, 
                                                  bool android, float androidIntensity, float androidSharpness,
                                                  bool rumble, float rumbleIntensity, float rumbleSharpness, int controllerID = -1,
                                                  bool threaded = false)
        {
            if (iOS() && ios)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.UpdateContinuousHapticPatternRational(iosIntensity, iosSharpness, threaded);
                    _hapticsPlayedOnce = true;
                }
            }
            if (rumble)
            {
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                MMNVRumble.RumbleContinuous(rumbleIntensity, rumbleSharpness, controllerID);
#endif
            }
        }
 
        /// <summary>
        /// Stops all currently running haptics
        /// </summary>
        /// <param name="alsoRumble"></param>
        public static void StopAllHaptics(bool alsoRumble = false)
        {
            if (!_hapticsPlayedOnce)
            {
                return;
            }
 
            DebugLog("[MMVibrationManager] Stop all haptics");
            MMNViOSCoreHaptics.StopEngine();
            MMNVAndroid.AndroidCancelVibrations();
            #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                if (alsoRumble)
                {
                        MMNVRumble.StopRumble();
                }
            #endif
        }
 
        /// <summary>
        /// Stops all running pattern or continuous haptics
        /// </summary>
        public static void StopContinuousHaptic(bool alsoRumble = false)
        {
            DebugLog("[MMVibrationManager] Stop Continuous Haptic");
            MMNViOSCoreHaptics.StopHapticPatterns();
            MMNVAndroid.AndroidCancelVibrations();
            #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                if (alsoRumble)
                {
                    MMNVRumble.StopRumble();
                }
            #endif
        }
 
        /// <summary>
        /// Plays a haptic pattern, the most complex type of haptic, defined by a JSON string on iOS, and a pattern on Android
        /// </summary>
        /// <param name="iOSJSONString"></param>
        /// <param name="androidPattern"></param>
        /// <param name="androidAmplitudes"></param>
        /// <param name="androidRepeat"></param>
        /// <param name="fallbackOldiOS"></param>
        public static void AdvancedHapticPattern(string iOSJSONString,
                                                long[] androidPattern, int[] androidAmplitudes, int androidRepeat,
                                                long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat,
                                                HapticTypes fallbackOldiOS = HapticTypes.None,
                                                MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = true)
        {
            AdvancedHapticPattern(true, iOSJSONString, true, androidPattern, androidAmplitudes, androidRepeat, false, true, rumblePattern,
                rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, fallbackOldiOS, coroutineSupport, controllerID, threaded);
        }
 
        /// <summary>
        /// Plays a advanced haptic pattern, 
        /// </summary>
        /// <param name="ios"></param>
        /// <param name="iOSJSONString"></param>
        /// <param name="android"></param>
        /// <param name="androidPattern"></param>
        /// <param name="androidAmplitudes"></param>
        /// <param name="androidRepeat"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumblePattern"></param>
        /// <param name="rumbleLowFreqAmplitudes"></param>
        /// <param name="rumbleHighFreqAmplitudes"></param>
        /// <param name="rumbleRepeat"></param>
        /// <param name="fallbackOldiOS"></param>
        /// <param name="coroutineSupport"></param>
        /// <param name="controllerID"></param>
        public static void AdvancedHapticPattern(bool ios, string iOSJSONString,
                                                bool android, long[] androidPattern, int[] androidAmplitudes, int androidRepeat,
                                                bool vibrateAndroidIfNoSupport,
                                                bool rumble, 
                                                long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat,
                                                HapticTypes fallbackOldiOS = HapticTypes.None,
                                                MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = true)
        {
            if (!_vibrationsActive)
            {
                return;
            }
 
            DebugLog("[MMVibrationManager] Advanced Haptic Pattern");
 
            if (Android())
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                MMNVAndroid.AndroidVibrate(androidPattern, androidAmplitudes, androidRepeat);
            }
            else if (iOS())
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayCoreHapticsFromJSON(iOSJSONString, threaded);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    MMNViOS.iOSTriggerHaptics(fallbackOldiOS);
                }
            }
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
            if (coroutineSupport != null)
            {
                MMNVRumble.Rumble(rumblePattern, rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, coroutineSupport, controllerID);
            }
#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);
 
            DebugLog("[MMVibrationManager] iOS Version : "+version.ToString());
 
            return version;
        }
 
        // DEBUG -------------------------------------------------------------------------------------------------------------------
 
        /// <summary>
        /// Outputs the specified string to the console if in debug mode
        /// </summary>
        /// <param name="log"></param>
        private static void DebugLog(string log)
        {
            if (_debugLogActive)
            {
                Debug.Log(log);
            }
        }
 
        /// <summary>
        /// Remaps value x between AB to CD
        /// </summary>
        /// <param name="x"></param>
        /// <param name="A"></param>
        /// <param name="B"></param>
        /// <param name="C"></param>
        /// <param name="D"></param>
        /// <returns></returns>
        public static float Remap(float x, float A, float B, float C, float D)
        {
            float remappedValue = C + (x - A) / (B - A) * (D - C);
            return remappedValue;
        }
    }
}