コード例 #1
0
 public static void Impact(ImpactFeedback feedback)
 {
     if (PlayerPrefs.GetInt("VIBRATION") == 1)
     {
         _unityTapticImpact((int)feedback);
     }
 }
コード例 #2
0
 public static void Impact(ImpactFeedback feedback)
 {
     if (!Enabled)
     {
         return;
     }
     _unityTapticImpact((int)feedback);
 }
コード例 #3
0
        public static void Impact(ImpactFeedback impactFeedback)
        {
#if UNITY_IOS
            TapticManager.Impact(impactFeedback);
#elif UNITY_ANDROID
            AndroidHapticManager.Impact(impactFeedback);
#endif
        }
コード例 #4
0
    /// <summary>
    /// An overloaded method where you can change the impact feedback type
    /// </summary>
    /// <param name="impactFeedback">Impact feedback type: Light/Medium/Heavy</param>
    public static void Vibrate(ImpactFeedback impactFeedback)
    {
#if UNITY_ANDROID && !UNITY_EDITOR
        Vibrate(AndroidHapticManager.HapticFeedback());
#elif UNITY_IOS && !UNITY_EDITOR
        Vibrate(Impact(impactFeedback));
#else
        VibrateUnity();
#endif
    }
コード例 #5
0
    public static void Vibrate(ImpactFeedback feedback)
    {
        if (Utility.IsOldIphone || !GameData.IsVibrationOn)
        {
            return;
        }

        if (Application.platform == RuntimePlatform.IPhonePlayer)
        {
            TapticManager.Impact(feedback);
        }
    }
コード例 #6
0
    public void OnTriggerEnter2D(Collider2D other)
    {
        var player = other.GetComponent <Player>();

        if (player != null)
        {
            player.Hit(this, damage, damage);
            player.Bump(transform.position, 400);
        }


        Enemy enemy = (Enemy)other.gameObject.GetComponent <Enemy> ();

        if (enemy != null)
        {
            enemy.Hit(damage);
            enemy.Bump(transform.position, 400);
        }

        ImpactFeedback impact = m_ImpactFeedbackManager.getUsableImpact();

        impact.pop(other.transform.position);
    }
コード例 #7
0
    void OnTriggerEnter2D(Collider2D other)
    {
        Enemy enemy = other.gameObject.GetComponent <Enemy> ();

        if (enemy != null)
        {
            Vector2      dir = other.bounds.center - transform.position;
            RaycastHit2D hit = Physics2D.Raycast(transform.position, dir, 200f, LayerMask.GetMask("Enemy"));
            m_Camera.setShake(0.5f, 5);

            if (enemy.m_BeingHit == false)
            {
                m_Player.DoHitEnemy(enemy);

                ImpactFeedback impact = m_ImpactFeedbackManager.getUsableImpact();
                if (impact != null)
                {
                    impact.pop(hit.point);
                }
            }

            dir.Normalize();
            enemy.GetComponent <Rigidbody2D>().AddForceAtPosition(BumpForce * dir, hit.point);
        }

        BushScript otherBushScript = other.gameObject.GetComponent <BushScript>();

        if (otherBushScript != null)
        {
            Vector2        dir    = other.bounds.center - transform.position;
            RaycastHit2D   hit    = Physics2D.Raycast(transform.position, dir, 200f, LayerMask.GetMask("Objects"));
            ImpactFeedback impact = m_ImpactFeedbackManager.getUsableImpact();
            impact.pop(hit.point);

            otherBushScript.hit();
        }
    }
コード例 #8
0
 public static void Impact(ImpactFeedback feedback)
 {
     _unityTapticImpact((int)feedback);
 }
コード例 #9
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 public static void TriggerImpact(ImpactFeedback feedback)
 {
     _unityTapticTriggerImpact((int)feedback);
 }
コード例 #10
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 public static void PrepareImpact(ImpactFeedback feedback)
 {
     _unityTapticPrepareImpact((int)feedback);
 }
コード例 #11
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 private static bool Impact(ImpactFeedback feedback = ImpactFeedback.Medium)
 {
     return(_unityHapticImpact((int)feedback));
 }
コード例 #12
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        public static void Impact(ImpactFeedback impactFeedback)
        {
//#if UNITY_ANDROID && !UNITY_EDITOR
//                return UnityPlayer.Call<bool> ("performHapticFeedback",HapticFeedbackConstantsKey);
//#endif
        }