private void OnGUI() { if (GUI.Button(new Rect(100, 100, 100, 100), "Play Heartbeat")) { heartbeat.Play(AreaFlag.Chest_Left); } }
private void OnGUI() { if (GUI.Button(new Rect(100, 100, 100, 100), "Play Haptic")) { jolt.Play(AreaFlag.All_Areas); } }
void Start() { seq = new HapticSequence(); //By using a double click we can distinctly hear the difference. seq.LoadFromAsset("Haptics/double_click"); //Play it on load to make sure it loaded. seq.Play(AreaFlag.All_Areas); }
private void StingPlayer() { var Where = HardlightSuit.Find().FindRandomLocation().Where; sting.Play(Where); float floor = Mathf.Max(.02f, .75f * (1 - beeCount / 500)); float ceiling = Mathf.Max(.25f, 1.3f * (1 - beeCount / 500)); stingCounter += UnityEngine.Random.Range(floor, ceiling); //Debug.Log(floor + " " + ceiling + " " + stingCounter + "\n", this); }
/// <summary> /// This should sound like the curve and then a double click after N seconds /// </summary> /// <returns>This is a coroutine.</returns> IEnumerator DirectToRetainSwitchTest(float interruptAtTime = 1.5f) { //Start the curve curve.Play(); yield return(new WaitForSeconds(interruptAtTime)); //Stop the curve curve.Stop(); //Immediately play the file haptic. This should trigger a switch to Retained Mode. seq.Play(AreaFlag.All_Areas); }
void Update() { //IF we should shock and we aren't currently if (ShouldShock && !CurrentlyShocking) { //Start the coroutine! StartCoroutine(ShockPlayer()); ShouldShock = false; } if (Input.GetKeyDown(KeyCode.G)) { HapticSequence seq = new HapticSequence(); seq.LoadFromAsset("Haptics/pulse"); seq.Play(AreaFlag.Left_All); } }
void Update() { bool moving = false; float velVal = 350; #region Direction Controls if (Input.GetKey(KeyCode.LeftArrow) && myRB.transform.position.x > -8) { myRB.AddForce(Vector3.left * velVal); } if (Input.GetKey(KeyCode.RightArrow) && myRB.transform.position.x < 8) { myRB.AddForce(Vector3.right * velVal); } if (Input.GetKey(KeyCode.UpArrow) && myRB.transform.position.y < 8) { myRB.AddForce(Vector3.up * velVal); } if (Input.GetKey(KeyCode.DownArrow) && myRB.transform.position.y > -8) { myRB.AddForce(Vector3.down * velVal); } if (!moving) { myRB.velocity = Vector3.zero; } #endregion #region Application Quit Code if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } #endregion if (Input.GetKeyDown(KeyCode.T)) { var s = new HapticSequence(); s.AddEffect(0.0, new HapticEffect(Effect.Click)); s.Play(AreaFlag.Left_All); long milliseconds = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond; Debug.Log("Milliseconds: " + milliseconds); } }
public void Dig() { //Debug.Log("Attempted Dig\n", this); //Are we held. //if (IsGrabbed()) //{ HapticSequence seq = new HapticSequence(); seq.AddEffect(.25f, new HapticEffect(Effect.Buzz)); AreaFlag Where = PrimaryLeft ? AreaFlag.Forearm_Left : AreaFlag.Forearm_Right; seq.Play(Where); //} Digged = true; leftActions.TriggerDecayingHapticPulse(1f, .5f, .02f, .8f); rightActions.TriggerDecayingHapticPulse(1f, .5f, .02f, .8f); }
void Update() { if (start != null && end != null) { startLocation = start.transform.position; endLocation = end.transform.position; direction = endLocation - startLocation; if (Application.isPlaying) { var Where = suit.HapticSphereCastForAreas(startLocation, direction, sphereCastRadius, 100); var singles = Where.ToArray(); //string result = string.Empty; //for (int i = 0; i < singles.Length; i++) //{ // result += singles[i] + " "; //} //Debug.Log("Sphere Cast currently hitting [" + singles.Length + "] areas : " + result + "\n", this); mySequence.Play(Where); } } }