using UnityEngine; namespace Watermelon { /// /// A named sequence of entries that defines a multi-step haptic effect. /// Register via and play via . /// [System.Serializable] public class HapticPattern { [SerializeField] string id; [SerializeField] HapticEvent[] pattern; /// Unique string identifier used to register and trigger this pattern. public string ID => id; /// Ordered list of haptic events that make up this pattern. public HapticEvent[] Pattern => pattern; public HapticPattern(string id, HapticEvent[] pattern) { this.id = id; this.pattern = pattern; } } }