IEnumerator Scale() { float timer = 0; while (true) // this could also be a condition indicating "alive or dead" { // we scale all axis, so they will have the same value, // so we can work with a float instead of comparing vectors while (maxSize > m_player.transform.localScale.x) { timer += Time.deltaTime; m_player.transform.localScale += new Vector3(1, 1, 1) * Time.deltaTime * growFactor; Vibration.VibratePeek(); yield return(null); } // reset the timer yield return(new WaitForSeconds(waitTime)); timer = 0; while (1 < transform.localScale.x) { timer += Time.deltaTime; transform.localScale -= new Vector3(1, 1, 1) * Time.deltaTime * growFactor; Vibration.VibratePeek(); yield return(null); } timer = 0; yield return(new WaitForSeconds(waitTime)); } }
public void TakeDamage(float damage) { heart.Damage(damage); Vector3 velocity = Random.insideUnitSphere * impulseMagnitude; // kill the z-channel to avoid going below the 2d plane // where characters are spawned velocity.z = 0; // higher intensity if the player dies if (heart.IsDead) { // strong vibrate when player dies Vibration.VibratePop(); velocity *= 3; } else { // vibrate when player recieves damage Vibration.VibratePeek(); } // create camera shake effect impulseSource.GenerateImpulse(velocity); }
public void AddApplePoint() { _applePoints++; Vibration.VibratePeek(); RefreshProgressData(); UIController.instance.RefreshData(_applePoints, _numOfPassedLevels, _numOfKnivesToSpawn, _numOfThorwKnives); }
private void OnCollisionEnter2D(Collision2D collision) { //События происходящие если нож попал в бревно if (collision.gameObject.CompareTag("Log")) { if (vibrationOption >= 1) { Vibration.VibratePop(); //включаем вибрацию если нужно } PlayerPrefs.SetInt("HitCount", GameManager.manager.hitCount); PlayerPrefs.SetInt("Stage", GameManager.manager.stage); PlayerPrefs.SetInt("Apple", GameManager.manager.apple); GameManager.manager.hitCount += 1; //увеличиваем счетчик попаданий GameManager.manager.currentIcon -= 1; //передвигает позицию текущей иконки доступного ножа GameManager.manager.ChangeIconState(); //изменяе состояние иконок доступных ножей ContactPoint2D contact = collision.contacts[0]; //Получаем первую точку контакта ножа с бревном Instantiate(Knife, contact.point, Quaternion.identity, collision.gameObject.transform); // в этой точке создаем нож Instantiate(splintersParticles, contact.point - new Vector2(0f, 0.2f), Quaternion.Euler(180f, 0f, 0f)); // чуть ниже этой точки создаем партиклы стружки из дерева SoundManager.singltone.sounds[0].Play(); //включаем звук попадания ножа Destroy(gameObject); } if (collision.gameObject.CompareTag("OldKnife")) { //События происходящие при попадании в другой нож InGameMenu.singltone.StopGame(); //Включаем меню в игре if (vibrationOption == 1) { Vibration.VibratePeek(); //включаем вибрацию если она разрешена } Instantiate(prefabAnimationFail, transform.position, Quaternion.identity); //создаем анимированный нож который вращаясь улетает в даль SoundManager.singltone.sounds[1].Play(); //Проигрываем звук попадания Destroy(gameObject); } }
public static void MediumVibrate() { #if UNITY_ANDROID && !UNITY_EDITOR Vibration.Vibrate(100); #endif #if UNITY_IOS && !UNITY_EDITOR Vibration.VibratePeek(); #endif }
//Peek vibration: strong boom (only available with the haptic engine: iPhone 6s minimum) public void TapPeekVibrate() { if (IsHapticFeedbackEnabled()) { #if UNITY_IOS && !UNITY_EDITOR Vibration.VibratePeek(); #endif } }
private void BigVibrate() { if (!Application.isEditor) { #if UNITY_ANDROID Vibration.Vibrate(500); #elif UNITY_IOS Vibration.VibratePeek(); #endif } }
private void OnTriggerEnter(Collider other) { switch (other.CompareTag("Player")) { case true: m_AI.m_ShouldFollow = b_canFollow; m_boidsAnimator.SetBool("Run", b_canFollow); Vibration.VibratePeek(); break; case false: break; } }
private void OnCollisionEnter(Collision collision) { switch (collision.collider.CompareTag("Player") && m_mergeZone) { case true: m_gameManager.maxSize += m_maxSize; m_gameManager.growFactor = m_growthRate; m_gameManager.Merge(); Vibration.VibratePeek(); Destroy(gameObject); break; case false: break; } }
public void VibrateStrong() { #if !UNITY_EDITOR #if UNITY_ANDROID Vibration.Vibrate(AndroidStrongDuration); #elif UNITY_IOS if (!iosHasOldVibrator) { Vibration.VibratePeek(); } else if (IosOldVibratorReplacementEnabled) { UnityEngine.Debug.Log("iOS OldVibration replacement."); Vibration.VibrateOldShort(); } #endif #endif }
private void Update() { if (anchorProperty.GetTransformProperty().Item3) { _distance = Vector3.Distance(transform.position, anchorProperty.GetTransformProperty().Item1); if (_distance >= 0.01f) { var newPos = Vector3.Lerp(transform.position, anchorProperty.GetTransformProperty().Item1, 35f * Time.deltaTime); transform.position = newPos; transform.rotation = anchorProperty.GetTransformProperty().Item2; //Debug.Log("corutin"); } else { anchorProperty.SetTransformProperty(false); SvedObject.GetHitObject().gameObject.SetActive(false); _scoreManager.CalculateScore(anchorProperty.GetAnchorType(), anchorProperty.GetCurrentSelectedPiece()); gameObject.tag = _untag; gameObject.transform.parent = _holder.transform; _undoBooster.AddToHistory(gameObject, jewelleryPos.GetValue(), SvedObject.GetHitObject().gameObject); this.enabled = false; Vibration.VibratePeek(); } } else { _distance = Vector3.Distance(transform.position, jewelleryPos.GetValue()); if (_distance > 0.1f) { var newPos = Vector3.Lerp(transform.position, jewelleryPos.GetValue(), 6f * Time.deltaTime); transform.position = newPos; //Debug.Log("corutin"); } else { _rb.isKinematic = false; this.enabled = false; } } }
private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Fish")) { Vibration.VibratePeek(); var fishObj = other.gameObject; fishObj.transform.parent = transform; var fish = fishObj.GetComponent <Fish1>(); fish.ShowText(_fishManager.transform); _caughtFish.Add(fish); ++_currentStrength; _UI.UpdateCurrentFish(_currentStrength); _fishManager.RemoveFish(fish); fish.CatchFish(transform.GetChild(0)); other.enabled = false; } }
public void OnSliceFinished(BzSliceTryResult result) { if (!result.sliced) { return; } piecesCutCount++; // Debug.Log("pieces Cut: " + piecesCutCount); Gameplay_References._instance._soundManager.PlaySoundEffectOneShot(0); Gameplay_References._instance._uiManager.SetLevelFillerValue(piecesCutCount / TotalPiecesCount); PlayExclamationText(); Gameplay_References._instance._meshSlicesTracker.GetCutSlices(result.outObjectPos, result.outObjectNeg); if (GameConstants.isVibrationEnabled) { // Debug.Log ("vibrating"); Vibration.VibratePeek(); } }
public void VibratePeek() { Vibration.VibratePeek(); }
IEnumerator Fight() { isFighting = true; switch (m_currentTotal == m_TargetTotal) { case true: m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1.2f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); isFighting = false; switch (!isFighting) { case true: Win(); break; case false: break; } break; case false: m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_bossAnimator.SetTrigger("Fight"); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); m_playerAnimator.SetTrigger("Hit"); Vibration.VibratePeek(); yield return(new WaitForSeconds(1f)); m_player.transform.LookAt(m_boss.position); m_boss.transform.LookAt(m_player.position); isFighting = false; switch (!isFighting) { case true: Lose(); break; case false: break; } break; } }
public void TapPeekVibrate() { Vibration.VibratePeek(); }
public void TapPeekVibrate() { #if UNITY_IOS && !UNITY_EDITOR Vibration.VibratePeek(); #endif }