Exemplo n.º 1
0
 public virtual void EmphasisHapticsButton()
 {
     HapticPatterns.PlayEmphasis(EmphasisAmplitude, EmphasisFrequency);
     StartCoroutine(Logo.Shake(0.2f));
     DebugAudioEmphasis.volume = EmphasisAmplitude;
     DebugAudioEmphasis.pitch  = 0.5f + EmphasisFrequency / 2f;
     DebugAudioEmphasis.Play();
 }
Exemplo n.º 2
0
 public virtual void HitPusher()
 {
     HitPusherParticles.Play();
     HapticController.fallbackPreset = HapticPatterns.PresetType.Selection;
     HapticPatterns.PlayEmphasis(0.85f, 0.05f);
     EmphasisAudioSource.volume = 0.1f;
     StartCoroutine(LogoShaker.Shake(0.2f));
     EmphasisAudioSource.Play();
     _ballAnimator.SetTrigger(_hitAnimationParameter);
 }
Exemplo n.º 3
0
        protected virtual void HitWall()
        {
            float amplitude = _rigidBody.velocity.magnitude / 100f;

            HapticPatterns.PlayEmphasis(amplitude, 0.7f);
            EmphasisAudioSource.volume = amplitude;
            StartCoroutine(LogoShaker.Shake(0.2f));
            EmphasisAudioSource.Play();
            _ballAnimator.SetTrigger(_hitAnimationParameter);
        }
Exemplo n.º 4
0
        /// <summary>
        /// On play, we randomize our amplitude and frequency and play our emphasis haptic
        /// </summary>
        /// <param name="position"></param>
        /// <param name="feedbacksIntensity"></param>
        protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
        {
            if (!Active || !FeedbackTypeAuthorized || !HapticSettings.CanPlay())
            {
                return;
            }

            float amplitude = Random.Range(MinAmplitude, MaxAmplitude);
            float frequency = Random.Range(MinFrequency, MaxFrequency);

            HapticSettings.SetGamepad();
            HapticPatterns.PlayEmphasis(amplitude, frequency);
        }