protected bool WriteHaptics(int[] brakeLvls, int[] buzzLvls, int thumperEffect)
    {
        if (linkedGlove != null && linkedGlove.IsConnected())
        {
            bool sent = linkedGlove.SendHaptics(brakeLvls, buzzLvls, (ThumperEffect)thumperEffect);
            if (sent)
            {
                lastBrakeLvls = new int[brakeLvls.Length];
                for (int i = 0; i < lastBrakeLvls.Length; i++)
                {
                    lastBrakeLvls[i] = brakeLvls[i];
                }                                                                                   //deep copy

                lastBuzzLvls = new int[buzzLvls.Length];
                for (int i = 0; i < lastBuzzLvls.Length; i++)
                {
                    lastBuzzLvls[i] = buzzLvls[i];
                }                                                                                //deep copy

                lastThump = thumperEffect;
                nextThump = (int)ThumperEffect.None;
            }
            return(sent);
        }
        return(false);
    }
Beispiel #2
0
 /// <summary> Dispose of resources. </summary>
 private void Dispose()
 {
     this.CancelCalibration();
     if (glove != null && glove.IsConnected())
     {
         glove.StopBrakes();
         glove.StopBuzzMotors();
         glove.Disconnect();
         SenseGlove_Debugger.Log("Disconnected the SenseGlove on " + glove.communicator.Address());
     }
     this.Disconnect();
 }
Beispiel #3
0
 // OnApplicationQuit is called when the game shuts down.
 void OnApplicationQuit()
 {
     this.CancelCalibration();
     if (glove != null && glove.IsConnected())
     {
         glove.SimpleBrakeCmd(0, 0, 0, 0, 0);
         glove.Disconnect();
         SenseGlove_Debugger.Log("Disconnected the SenseGlove on " + glove.communicator.Address());
     }
     SenseGloveCs.DeviceScanner.CleanUp();
 }