public void CollideWithBody(HardlightSuit body, Collider col, Vector3 where)
        {
            //Default sequence, gets reassigned
            HapticSequence seq = body.GetSequence("pulse");

            //Depending on the type of projectile that we are.
            switch (typeOfCollision)
            {
            case CollisionType.MinorCoinHit:

                //Hit the body with a simple effect name - which should be in "Resources/Haptics/<Name>"
                body.HitNearest(lastPosition, "click");

                break;

            case CollisionType.SharpImpact:

                body.FindNearbyLocation(lastPosition);
                body.HitImpulse(lastPosition, body.GetSequence("pain_short"), .1f, 1, 0);
                //body.HitImpulse(lastPosition, Effect.Pulse, .2f, .35f, 1, 2);

                break;

            case CollisionType.ThudImpact:

                //This plays an effect across all found pads within a range.
                body.HitNearby(lastPosition, "click", BigImpactArea);

                break;

            case CollisionType.MediumCashPackHit:

                body.HitNearest(lastPosition, "pulse");

                break;

            case CollisionType.SackOfGoldhit:

                //More helper function usage. This asset is from the Death and Dying pack (which is a very intense effect)
                seq = body.GetSequence("pain_short");

                //This makes use of the other HitImpulse which allows for repeated effects.
                body.HitImpulse(lastPosition, seq, .2f, 2, 3, .15f, 1.0f);

                break;

            case CollisionType.MudBlob:

                seq = body.GetSequence("pulse");

                body.HitImpulse(lastPosition, seq, .02f, 5, 3, .15f, 1.0f);

                break;
            }
        }
        public void CollideWithBody(HardlightSuit body, Collider col, Vector3 where)
        {
            //Default sequence, gets reassigned
            HapticSequence seq = body.GetSequence("pulse");

            //Depending on the type of projectile that we are.
            switch (typeOfCollision)
            {
            case CollisionType.Hit:

                //Hit the body with a simple effect name - which should be in "Resources/Haptics/<Name>"
                body.HitNearest(lastPosition, "double_click");

                break;

            case CollisionType.HitImpulse:

                //Plays a simple impulse on the assumed impact point.
                body.HitImpulse(lastPosition, Effect.Pulse, .2f, .35f, 1, 2);

                break;

            case CollisionType.BigImpact:

                //This plays an effect across all found pads within a range.
                body.HitNearby(lastPosition, "buzz", BigImpactArea);

                break;

            case CollisionType.RepeatedImpulse:

                //More helper function usage. This asset is from the Death and Dying pack (which is a very intense effect)
                seq = body.GetSequence("pain_short");

                //This makes use of the other HitImpulse which allows for repeated effects.
                body.HitImpulse(lastPosition, seq, .2f, 2, 3, .15f, 1.0f);

                break;
            }
        }