コード例 #1
0
 // Public Methods
 public void RumbleConstant(float low, float high, float durration)
 {
     activeRumbePattern = RumblePattern.Constant;
     lowA            = low;
     highA           = high;
     rumbleDurration = Time.time + durration;
 }
コード例 #2
0
 public void PositiveRumbleLinear(float durration)
 {
     activeRumbePattern = RumblePattern.Progressive;
     highStep           = 1f / durration;
     lowStep            = 1f / durration;
     rumbleDurration    = Time.time + durration + 10f;
 }
コード例 #3
0
 public void RumbleLinear(float lowStart, float lowEnd, float highStart, float highEnd, float durration)
 {
     activeRumbePattern = RumblePattern.Linear;
     lowA            = lowStart;
     highA           = highStart;
     lowStep         = (lowEnd - lowStart) / durration;
     highStep        = (highEnd - highStart) / durration;
     rumbleDurration = Time.time + durration;
 }
コード例 #4
0
 public void RumbleProgressivePulse(float durration)
 {
     activeRumbePattern = RumblePattern.ProgressivePulse;
     highStep           = 1f / durration;
     lowStep            = 1f / durration;
     rumbleStep         = 1f;
     rumbleDurration    = Time.time + durration + 10f;
     pulseDurration     = rumbleStep / rumbleDurration;
     isMotorActive      = true;
 }
コード例 #5
0
 public void RumblePulse(float low, float high, float burstTime, float durration)
 {
     activeRumbePattern = RumblePattern.Pulse;
     lowA            = low;
     highA           = high;
     rumbleStep      = burstTime;
     pulseDurration  = Time.time + burstTime;
     rumbleDurration = Time.time + durration + 10f;
     isMotorActive   = true;
 }
コード例 #6
0
    public void RumblePulse(float low, float high, float burstTime, float durration)
    {
        activeRumbePattern = RumblePattern.Pulse;
        lowA            = low;
        highA           = high;
        rumbleStep      = burstTime;
        pulseDurration  = Time.time + burstTime;
        rumbleDurration = Time.time + durration;
        isMotorActive   = true;
        var g = GetGamepad();

        g?.SetMotorSpeeds(lowA, highA);
    }
コード例 #7
0
 public void SetRumbleMode(int selectedValue)
 {
     rumblePattern = rumbleMode[selectedValue];
 }
コード例 #8
0
        protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master)
        {
            XElement subEle;

            ele.TryPathTo("AnimationType", true, out subEle);
            subEle.Value = AnimationType.ToString();

            ele.TryPathTo("AnimationMultiplier", true, out subEle);
            subEle.Value = AnimationMultiplier.ToString("G15");

            ele.TryPathTo("Reach", true, out subEle);
            subEle.Value = Reach.ToString("G15");

            ele.TryPathTo("Flags1", true, out subEle);
            subEle.Value = Flags1.ToString();

            ele.TryPathTo("GripAnimation", true, out subEle);
            subEle.Value = GripAnimation.ToString();

            ele.TryPathTo("AmmoUse", true, out subEle);
            subEle.Value = AmmoUse.ToString();

            ele.TryPathTo("ReloadAnimation", true, out subEle);
            subEle.Value = ReloadAnimation.ToString();

            ele.TryPathTo("MinSpread", true, out subEle);
            subEle.Value = MinSpread.ToString("G15");

            ele.TryPathTo("Spread", true, out subEle);
            subEle.Value = Spread.ToString("G15");

            ele.TryPathTo("Unknown", true, out subEle);
            subEle.Value = Unknown.ToHex();

            ele.TryPathTo("SightFOV", true, out subEle);
            subEle.Value = SightFOV.ToString("G15");

            ele.TryPathTo("Unknown2", true, out subEle);
            subEle.Value = Unknown2.ToString("G15");

            ele.TryPathTo("Projectile", true, out subEle);
            Projectile.WriteXML(subEle, master);

            ele.TryPathTo("BaseVATSToHitChance", true, out subEle);
            subEle.Value = BaseVATSToHitChance.ToString();

            ele.TryPathTo("AttackAnimation", true, out subEle);
            subEle.Value = AttackAnimation.ToString();

            ele.TryPathTo("ProjectileCount", true, out subEle);
            subEle.Value = ProjectileCount.ToString();

            ele.TryPathTo("EmbeddedWeaponActorValue", true, out subEle);
            subEle.Value = EmbeddedWeaponActorValue.ToString();

            ele.TryPathTo("Range/Min", true, out subEle);
            subEle.Value = MinRange.ToString("G15");

            ele.TryPathTo("Range/Max", true, out subEle);
            subEle.Value = MaxRange.ToString("G15");

            ele.TryPathTo("LimbKillBehavior", true, out subEle);
            subEle.Value = LimbKillBehavior.ToString();

            ele.TryPathTo("Flags2", true, out subEle);
            subEle.Value = Flags2.ToString();

            ele.TryPathTo("AttackAnimationMultiplier", true, out subEle);
            subEle.Value = AttackAnimationMultiplier.ToString("G15");

            ele.TryPathTo("FireRate", true, out subEle);
            subEle.Value = FireRate.ToString("G15");

            ele.TryPathTo("ActionPointCost", true, out subEle);
            subEle.Value = ActionPointCost.ToString("G15");

            ele.TryPathTo("Rumble/LeftMotorStrength", true, out subEle);
            subEle.Value = RumbleLeftMotorStrength.ToString("G15");

            ele.TryPathTo("Rumble/RightMotorStrength", true, out subEle);
            subEle.Value = RumbleRightMotorStrength.ToString("G15");

            ele.TryPathTo("Rumble/Duration", true, out subEle);
            subEle.Value = RumbleDuration.ToString("G15");

            ele.TryPathTo("DamageToWeaponMult", true, out subEle);
            subEle.Value = DamageToWeaponMult.ToString("G15");

            ele.TryPathTo("AttackShotsPerSecond", true, out subEle);
            subEle.Value = AttackShotsPerSecond.ToString("G15");

            ele.TryPathTo("ReloadTime", true, out subEle);
            subEle.Value = ReloadTime.ToString("G15");

            ele.TryPathTo("JamTime", true, out subEle);
            subEle.Value = JamTime.ToString("G15");

            ele.TryPathTo("AimArc", true, out subEle);
            subEle.Value = AimArc.ToString("G15");

            ele.TryPathTo("Skill", true, out subEle);
            subEle.Value = Skill.ToString();

            ele.TryPathTo("Rumble/Pattern", true, out subEle);
            subEle.Value = RumblePattern.ToString();

            ele.TryPathTo("Rumble/Wavelength", true, out subEle);
            subEle.Value = RumbleWavelength.ToString("G15");

            ele.TryPathTo("LimbDamageMult", true, out subEle);
            subEle.Value = LimbDamageMult.ToString("G15");

            ele.TryPathTo("ResistanceType", true, out subEle);
            subEle.Value = ResistanceType.ToString();

            ele.TryPathTo("SightUsage", true, out subEle);
            subEle.Value = SightUsage.ToString("G15");

            ele.TryPathTo("SemiAutomaticFireDelay/Min", true, out subEle);
            subEle.Value = SemiAutomaticFireDelayMin.ToString("G15");

            ele.TryPathTo("SemiAutomaticFireDelay/Max", true, out subEle);
            subEle.Value = SemiAutomaticFireDelayMax.ToString("G15");

            ele.TryPathTo("Unknown3", true, out subEle);
            subEle.Value = Unknown3.ToString("G15");

            ele.TryPathTo("Mods/Mod1/Effect", true, out subEle);
            subEle.Value = Mod1Effect.ToString();

            ele.TryPathTo("Mods/Mod2/Effect", true, out subEle);
            subEle.Value = Mod2Effect.ToString();

            ele.TryPathTo("Mods/Mod3/Effect", true, out subEle);
            subEle.Value = Mod3Effect.ToString();

            ele.TryPathTo("Mods/Mod1/ValueA", true, out subEle);
            subEle.Value = Mod1ValueA.ToString("G15");

            ele.TryPathTo("Mods/Mod2/ValueA", true, out subEle);
            subEle.Value = Mod2ValueA.ToString("G15");

            ele.TryPathTo("Mods/Mod3/ValueA", true, out subEle);
            subEle.Value = Mod3ValueA.ToString("G15");

            ele.TryPathTo("PowerAttackAnimation", true, out subEle);
            subEle.Value = PowerAttackAnimation.ToString();

            ele.TryPathTo("StrengthRequirement", true, out subEle);
            subEle.Value = StrengthRequirement.ToString();

            ele.TryPathTo("Unknown4", true, out subEle);
            subEle.Value = Unknown4.ToString();

            ele.TryPathTo("Mods/Mod1/ReloadAnimation", true, out subEle);
            subEle.Value = Mod1ReloadAnimation.ToString();

            ele.TryPathTo("Unknown5", true, out subEle);
            subEle.Value = Unknown5.ToHex();

            ele.TryPathTo("AmmoRegenRate", true, out subEle);
            subEle.Value = AmmoRegenRate.ToString("G15");

            ele.TryPathTo("KillImpulse", true, out subEle);
            subEle.Value = KillImpulse.ToString("G15");

            ele.TryPathTo("Mods/Mod1/ValueB", true, out subEle);
            subEle.Value = Mod1ValueB.ToString("G15");

            ele.TryPathTo("Mods/Mod2/ValueB", true, out subEle);
            subEle.Value = Mod2ValueB.ToString("G15");

            ele.TryPathTo("Mods/Mod3/ValueB", true, out subEle);
            subEle.Value = Mod3ValueB.ToString("G15");

            ele.TryPathTo("ImpulseDistance", true, out subEle);
            subEle.Value = ImpulseDistance.ToString("G15");

            ele.TryPathTo("SkillRequirement", true, out subEle);
            subEle.Value = SkillRequirement.ToString();
        }