public void Vibrate(int millisec, float strength)
 {
     if (controller != null)
     {
         controller.Vibrate(millisec, strength);
     }
 }
Example #2
0
    void Update()
    {
        //on traduit la position en position locale pour la freeze
        _localX = transform.localPosition.x;
        _localY = transform.localPosition.y;
        _localZ = transform.localPosition.z;

        if (_freezeAlongX)
        {
            _localX = 0;
        }
        if (_freezeAlongY)
        {
            _localY = 0;
        }
        if (_freezeAlongZ)
        {
            _localZ = 0;
        }
        gameObject.transform.localPosition = new Vector3(_localX, _localY, _localZ);

        //sécurité juste en y

        if (transform.localPosition.x < -limit)
        {
            transform.localPosition = new Vector3(-limit, transform.localPosition.y, transform.localPosition.z);
        }
        else if (transform.localPosition.x > limit)
        {
            transform.localPosition = new Vector3(limit, transform.localPosition.y, transform.localPosition.z);
        }


        float newX = gameObject.transform.localPosition.x;

        //on envoie la valeur à la syncvar si celle ci a changé
        if (newX != oldX)
        {
            sendToSynchVar(-Mathf.Round(Ratio(gameObject.transform.localPosition.x, limit, 0.45f, -limit, -0.45f) * 100) / 100);
        }

        if (text_value_display != null)
        {
            curValue = Mathf.RoundToInt(Ratio(-Mathf.Round(Ratio(gameObject.transform.localPosition.x, limit, 0.45f, -limit, -0.45f) * 100) / 100, 0.4f, 10, -0.4f, 0));
            text_value_display.text = curValue.ToString();
        }

        if (controller != null)
        {
            float distance          = Mathf.Min(Mathf.Abs(newX - oldX), MAX_VIBRATION_DISTANCE);
            float vibrationStrength = (distance / MAX_VIBRATION_DISTANCE) * MAX_VIBRATION_STRENGTH;
            controller.Vibrate(VIBRATION_DURATION_IN_MILLISECONDS, vibrationStrength);
        }
        oldX = newX;



        IsValueOk();
    }
    void Update()
    {
        float newXRotation = transform.eulerAngles.x;

        if (controller != null)
        {
            float distance          = Mathf.Min(Mathf.Abs(newXRotation - oldXRotation), MAX_VIBRATION_ANGLE);
            float vibrationStrength = (distance / MAX_VIBRATION_ANGLE) * MAX_VIBRATION_STRENGTH;
            controller.Vibrate(VIBRATION_DURATION_IN_MILLISECONDS, vibrationStrength);
        }
        oldXRotation = newXRotation;
    }
Example #4
0
    void Update()
    {
        float newX = transform.position.x;

        if (controller != null)
        {
            float distance          = Mathf.Min(Mathf.Abs(newX - oldX), MAX_VIBRATION_DISTANCE);
            float vibrationStrength = (distance / MAX_VIBRATION_DISTANCE) * MAX_VIBRATION_STRENGTH;
            controller.Vibrate(VIBRATION_DURATION_IN_MILLISECONDS, vibrationStrength);
        }
        oldX = newX;
    }
 void Update()
 {
     if (!bubbling)
     {
         return;
     }
     if (cooldown > 0)
     {
         cooldown -= Time.deltaTime;
     }
     else
     {
         controller.Vibrate(50, 0.1f);
         CreateBubble();
         cooldown = 0.1f;
     }
 }
Example #6
0
    void Slide()
    {
        //on traduit la position en position locale pour la freeze
        _localX = transform.localPosition.x;
        _localY = transform.localPosition.y;
        _localZ = transform.localPosition.z;

        //Freeze Axes
        if (_freezeAlongX)
        {
            _localX = LeftLimit.transform.localPosition.x;
        }
        if (_freezeAlongY)
        {
            _localY = LeftLimit.transform.localPosition.y;
        }
        if (_freezeAlongZ)
        {
            _localZ = LeftLimit.transform.localPosition.z;
        }
        gameObject.transform.localPosition = new Vector3(_localX, _localY, _localZ);

        SliderPos    = this.transform.position - LeftLimit.transform.position;
        SliderCurPos = SliderPos.magnitude;


        //Limite ultime pour que ca sorte pas


        if (this.transform.localPosition.y > RightLimit.transform.localPosition.y + 0.01f)
        {
            this.transform.localPosition = new Vector3(_localX, RightLimit.transform.localPosition.y - 0.01f, _localZ);
        }
        else if (this.transform.localPosition.y < LeftLimit.transform.localPosition.y + 0.01f)
        {
            this.transform.localPosition = new Vector3(_localX, LeftLimit.transform.localPosition.y + 0.01f, _localZ);
        }


        SliderNewRatio = Ratio(SliderCurPos, SliderLenght, 0.45f, 0.0f, -0.45f);


        //Envoi à la syncVar, stockage de la valeur traduite en int et vibration si changement de cran
        if (SliderNewRatio != SliderOldRatio)
        {
            SendToSynchVar(SliderNewRatio);
            SyncWeapSystemCalib(Ratio(SliderCurPos, SliderLenght, 1.0f, 0.0f, 0.0f));

            curIntValue = (int)((SliderNewRatio + 0.4f) * 6.25f);

            text_value_display.text = (curIntValue + 1).ToString();

            if (oldIntValue != curIntValue)
            {
                if (controller != null)
                {
                    controller.Vibrate(50, 0.3f);
                }
            }

            oldIntValue = curIntValue;
        }

        //Vibration
        if (controller != null)
        {
            float distance          = Mathf.Min(Mathf.Abs(SliderNewRatio - SliderOldRatio), MAX_VIBRATION_DISTANCE);
            float vibrationStrength = (distance / MAX_VIBRATION_DISTANCE) * MAX_VIBRATION_STRENGTH;
            controller.Vibrate(VIBRATION_DURATION_IN_MILLISECONDS, vibrationStrength);
        }

        SliderOldRatio = SliderNewRatio;
    }