public void StartPressed() { switch (rumblePattern) { case RumblePattern.Constant: rumbler.RumbleConstant(lowSlider.value, highSlider.value, rumbleTime); break; case RumblePattern.Pulse: rumbler.RumblePulse(lowSlider.value, highSlider.value, PulseFrequency, rumbleTime); break; case RumblePattern.Linear: rumbler.RumbleLinear(lowSlider.value, lowSliderEnd.value, highSlider.value, highSliderEnd.value, rumbleTime); break; default: break; } }
public void StartPressed() { switch (rumblePattern) { case RumblePattern.Constant: rumbler.RumbleConstant(lowSlider.value, highSlider.value, rumbleTime); break; case RumblePattern.Pulse: rumbler.RumblePulse(lowSlider.value, highSlider.value, PulseFreqSlider.value, rumbleTime); break; case RumblePattern.Progressive: rumbler.PositiveRumbleLinear(rumbleTime); break; case RumblePattern.ProgressivePulse: rumbler.RumbleProgressivePulse(rumbleTime); break; default: break; } }