//float getCurrentPosition() //{ // return leftPoseManager.CurHandRotationNormalized.Index.Bend.Value; //} //void ConstantForce() //{ // float[] stiffnessArray = new float[5]; // stiffnessArray[1] = Stiffness; // float[] PositionSetPointArray = new float[5]; // float currentFingerPosition = getCurrentPosition(); // if (currentFingerPosition < offset) // { // PositionSetPointArray[1] = 0; // } // else // { // PositionSetPointArray[1] = currentFingerPosition - offset; // } // bool[] InwardControlArray = new bool[5]; // InwardControlArray[1] = InwardControl; // ClientController.ImpedanceControlFingers(AssignedID, targets, stiffnessArray, PositionSetPointArray, InwardControlArray); // isImpeding = true; //} // Update is called once per frame void Update() { KeyboardControll(); if (Input.GetKeyDown(KeyCode.S)) { Debug.Log("stop all force feedback"); ClientController.StopImpedanceControlFingersAll(AssignedID); isImpeding = constantForceApply = false; } }
IEnumerator WaitAndReleaseForceFeedBack(float waitTime) { yield return(new WaitForSeconds(waitTime)); ClientController.StopImpedanceControlFingersAll(1); }