// Update is called once per frame
    void Update()
    {
        DirectInputWrapper.Update();
        DeviceState state = DirectInputWrapper.GetStateManaged(0);

        if (Input.GetKeyDown(KeyCode.P)) {
            //Debug.Log("PLAY: " + DirectInputWrapper.PlaySpringForce(0, 0, sat, coeff));
            //Debug.Log("PLAY: " + DirectInputWrapper.PlayConstantForce(0, constant));
            Debug.Log("PLAY: " + DirectInputWrapper.PlayDamperForce(0, damper));
            playing = true;
        }

        if (Input.GetKeyDown(KeyCode.S))
        {
            //Debug.Log("STOP:" + DirectInputWrapper.StopSpringForce(0));
            //Debug.Log("STOP:" + DirectInputWrapper.StopConstantForce(0));
            Debug.Log("STOP:" + DirectInputWrapper.StopDamperForce(0));
            playing = false;
        }
        
        if(playing)
        {
         //   DirectInputWrapper.UpdateConstantForce(0, constant);
        }

    }