Ejemplo n.º 1
0
        /// <summary>
        /// A coroutine used to update continuous haptics as they're playing
        /// </summary>
        /// <returns></returns>
        protected virtual IEnumerator ContinuousHapticsCoroutine()
        {
            _continuousStartedAt = (Timescale == Timescales.ScaledTime) ? Time.time : Time.unscaledTime;
            _continuousPlaying   = true;
            float elapsedTime = ComputeElapsedTime();

            MMVibrationManager.ContinuousHaptic(InitialContinuousIntensity, InitialContinuousSharpness, ContinuousDuration, HapticTypes.Success, this);

            while (_continuousPlaying && (elapsedTime < ContinuousDuration))
            {
                elapsedTime = ComputeElapsedTime();
                float remappedTime = Remap(elapsedTime, 0f, ContinuousDuration, 0f, 1f);
                float intensity    = ContinuousIntensityCurve.Evaluate(remappedTime);
                float sharpness    = ContinuousSharpnessCurve.Evaluate(remappedTime);
                MMVibrationManager.UpdateContinuousHaptic(intensity, sharpness, true);
                if (AllowRumble)
                {
                    #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                    MMNVRumble.RumbleContinuous(intensity, sharpness, ControllerID);
                    #endif
                }
                yield return(null);
            }
            if (_continuousPlaying)
            {
                _continuousPlaying = false;
                MMVibrationManager.StopContinuousHaptic(AllowRumble);
            }
        }
Ejemplo n.º 2
0
 // Update is called once per frame
 void Update()
 {
     TouchAndGo();
     ClickAndGo();
     MMVibrationManager.UpdateContinuousHaptic(Mathf.Sin(Time.deltaTime), Mathf.Sin(Time.deltaTime));
 }