/// <summary> /// A coroutine used to update continuous haptics as they're playing /// </summary> /// <returns></returns> protected virtual IEnumerator ContinuousHapticsCoroutine() { _continuousStartedAt = (Timescale == Timescales.ScaledTime) ? Time.time : Time.unscaledTime; _continuousPlaying = true; float elapsedTime = ComputeElapsedTime(); MMVibrationManager.ContinuousHaptic(InitialContinuousIntensity, InitialContinuousSharpness, ContinuousDuration, HapticTypes.Success, this); while (_continuousPlaying && (elapsedTime < ContinuousDuration)) { elapsedTime = ComputeElapsedTime(); float remappedTime = Remap(elapsedTime, 0f, ContinuousDuration, 0f, 1f); float intensity = ContinuousIntensityCurve.Evaluate(remappedTime); float sharpness = ContinuousSharpnessCurve.Evaluate(remappedTime); MMVibrationManager.UpdateContinuousHaptic(intensity, sharpness, true); if (AllowRumble) { #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE MMNVRumble.RumbleContinuous(intensity, sharpness, ControllerID); #endif } yield return(null); } if (_continuousPlaying) { _continuousPlaying = false; MMVibrationManager.StopContinuousHaptic(AllowRumble); } }
// Update is called once per frame void Update() { TouchAndGo(); ClickAndGo(); MMVibrationManager.UpdateContinuousHaptic(Mathf.Sin(Time.deltaTime), Mathf.Sin(Time.deltaTime)); }