IEnumerator IVibrateTwice(object[] obj) { float delay = (float)obj[0]; HapticIntensity intensity = (HapticIntensity)obj[1]; Haptic.Vibrate(intensity); yield return(new WaitForSeconds(delay)); Haptic.Vibrate(intensity); }
public void VibrateTwice(float delay, HapticIntensity intensity) { if (!Enabled) { return; } StopCoroutine("IVibrateTwice"); StartCoroutine("IVibrateTwice", new object[2] { delay, intensity }); }
public static void Vibrate(HapticIntensity intensity) { if (GameplayController.HAPTIC == false) { return; } #if UNITY_IPHONE && !UNITY_EDITOR switch (intensity) { case HapticIntensity.Light: { TapticManager.Impact(ImpactFeedback.Light); break; } case HapticIntensity.Medium: { TapticManager.Impact(ImpactFeedback.Midium); break; } case HapticIntensity.Heavy: { TapticManager.Impact(ImpactFeedback.Heavy); break; } } #else switch (intensity) { case HapticIntensity.Light: { Vibration.Vibrate(3); break; } case HapticIntensity.Medium: { Vibration.Vibrate(5); break; } case HapticIntensity.Heavy: { Vibration.Vibrate(7); break; } } #endif }
public static void Vibrate(HapticIntensity intensity) { if (ShowLog) { Debug.Log("Vibrate " + intensity); } if (SystemInfo.supportsVibration == false) { return; } if (!Enabled) { return; } #if UNITY_IPHONE try { switch (intensity) { case HapticIntensity.Light: { TapticManager.Impact(ImpactFeedback.Light); break; } case HapticIntensity.Medium: { TapticManager.Impact(ImpactFeedback.Midium); break; } case HapticIntensity.Heavy: { TapticManager.Impact(ImpactFeedback.Heavy); break; } } } catch (System.Exception e) { } #else try { switch (intensity) { case HapticIntensity.Light: { Vibration.Vibrate(10); break; } case HapticIntensity.Medium: { Vibration.Vibrate(15); break; } case HapticIntensity.Heavy: { Vibration.Vibrate(20); break; } } } catch (System.Exception e) { } #endif }