public void MoveWater(Vector3 positionOrigin, Vector3 positionToReach) { lerpValue += speed * Time.deltaTime; water.transform.position = Vector3.Lerp(positionOrigin, positionToReach, lerpValue); if (lerpValue >= 1.0f) { for (int i = 0; i < GameManager.Instance.PlayerStart.PlayersReference.Count; i++) { GamePad.SubVibration((PlayerIndex)i, lastValue, lastValue); } } else { for (int i = 0; i < GameManager.Instance.PlayerStart.PlayersReference.Count; i++) { GamePad.SubVibration((PlayerIndex)i, lastValue, lastValue); lastValue = Mathf.Lerp(0, 0.5f, lerpValue); GamePad.AddVibration((PlayerIndex)i, lastValue, lastValue); } } }