private IEnumerator IVibrateController(float vibration, float time)
    {
        RInput.SetVibration(0, vibration);
        RInput.SetVibration(1, vibration);

        yield return(new WaitForSeconds(time));

        RInput.SetVibration(0, 0, true);
    }
    // Update is called once per frame
    void Update()
    {
        Rewired.Player player = ReInput.players.GetPlayer(PlayerId);
        Debug.Log("MoveH : " + player.GetAxis("MoveH"));
        Debug.Log("MoveV : " + player.GetAxis("MoveV"));
        Debug.Log("Flash : " + player.GetButton("Flashlight"));
        Debug.Log("Inter : " + player.GetButton("Interact"));

        if (Vibrate)
        {
            player.SetVibration(Motor, Speed);
        }
        else
        {
            player.SetVibration(0, 0, true);
        }

        Controller controller = ReInput.controllers.GetController(ControllerType.Joystick, 0);
    }
Beispiel #3
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 /// <summary>
 /// Set the vibration level of a specific motor on each controller for this player
 /// </summary>
 /// <param name="_motorIndex">The index of the motor to vibrate (greater than -1)</param>
 /// <param name="_level">The level of vibration for the motor in range [0, 1]</param>
 public void SetVibration(int _motorIndex, float _level)
 {
     player.SetVibration(_motorIndex, _level);
 }