Initial commit: Unity WordConnect project
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEngine.Android;
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namespace WordsToolkit.Scripts.System.Haptic
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{
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public class HapticFeedback : MonoBehaviour
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{
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public enum HapticForce
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{
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Light,
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Medium,
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Heavy
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}
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private const string VibrationPrefKey = "VibrationLevel";
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#if UNITY_IOS
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[DllImport("__Internal")]
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private static extern void _TriggerHapticFeedback(int force);
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#endif
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private static bool IsSystemSupported()
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{
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#if UNITY_IOS
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return SystemInfo.supportsVibration;
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#elif UNITY_ANDROID
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return SystemInfo.supportsVibration && Permission.HasUserAuthorizedPermission("android.permission.VIBRATE");
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#else
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return false;
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#endif
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}
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private static bool TryHapticFeedback(HapticForce force)
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{
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if (!IsSystemSupported())
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return false;
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try
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{
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#if UNITY_IOS
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_TriggerHapticFeedback((int)force);
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#elif UNITY_ANDROID
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long[] pattern = force switch
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{
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HapticForce.Light => new long[] { 0, 50 },
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HapticForce.Medium => new long[] { 0, 100 },
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HapticForce.Heavy => new long[] { 0, 200 },
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_ => new long[] { 0, 50 }
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};
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Vibration.Vibrate(pattern, -1);
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#endif
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return true;
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}
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catch (Exception e)
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{
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return false;
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}
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}
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public static void TriggerHapticFeedback(HapticForce force)
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{
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if (!IsVibrationEnabled())
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return;
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}
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private static bool IsVibrationEnabled()
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{
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return PlayerPrefs.GetFloat(VibrationPrefKey, 1) > 0;
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}
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}
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}
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fileFormatVersion: 2
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guid: 2ad53e4c45a1d42d4bcee63a96caafa5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,36 @@
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// // ©2015 - 2025 Candy Smith
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// // All rights reserved
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// // Redistribution of this software is strictly not allowed.
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// // Copy of this software can be obtained from unity asset store only.
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// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
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// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// // THE SOFTWARE.
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using UnityEngine;
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namespace WordsToolkit.Scripts.System.Haptic
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{
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public static class Vibration
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{
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public static void Vibrate(long[] pattern, int repeat)
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{
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if (Application.platform == RuntimePlatform.Android)
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{
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using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
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{
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using (var currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
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{
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using (var vibrator = currentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator"))
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{
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vibrator.Call("vibrate", pattern, repeat);
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}
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 29ec5197bae34b0d9bd40553ecd33494
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timeCreated: 1729849644
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