// helper to handle damage feedback void HitFeedback(float t) { PP_HurtEffect h = PP_HurtEffect.HurtEffect; if (h != null) { h.Trigger(); } StartCoroutine(PulseHaptics((int)(t * 500), 500)); }
// Use this for initialization void Start() { mat = new Material(Shader.Find("Effect/Hurt")); hurtEffect = this; }