//Add rumble event.
    public void AddRumble(float timer, Vector2 power, float fadeTime)
    {
        xRumble rumble = new xRumble();

        rumble.timer    = timer;
        rumble.power    = power;
        rumble.fadeTime = fadeTime;
        rumbleEvents.Add(rumble);
    }
示例#2
0
    //add rumble event to the gamePad
    public void AddRumble(float aTimer, Vector2 aPower, float aFadeTime)
    {
        xRumble rumble = new xRumble();

        rumble.Timer    = aTimer;
        rumble.Power    = aPower;
        rumble.FadeTime = aFadeTime;

        m_RumbleEvents.Add(rumble);
    }
示例#3
0
    void AddRumble(float timer, Vector2 power, float duration)
    {
        xRumble rumble = new xRumble();

        rumble.timer    = timer;
        rumble.power    = power;
        rumble.duration = duration;

        rumbleEvents.Add(rumble);
    }
示例#4
0
    // Add a rumble event to the gamepad
    // (vibration is set during 'HandleRumble' function)
    public void AddRumble(float timer, Vector2 power, float fadeTime = 0f)
    {
        xRumble rumble = new xRumble();

        rumble.timer    = timer;
        rumble.power    = power;
        rumble.fadeTime = fadeTime;

        // Add rumble event to container
        rumbleEvents.Add(rumble);
    }
 // Add a rumble event
 public void AddRumble(PlayerIndex player, float timer, Vector2 power, float fadeTime = 0f)
 {
     xRumble rumble = new xRumble();
     switch (player)
     {
         case PlayerIndex.One:
             rumble.timer = timer;
             rumble.power = power;
             rumble.fadeTime = fadeTime;
             p1rumbleEvents.Add(rumble);
             break;
         case PlayerIndex.Two:
             rumble.timer = timer;
             rumble.power = power;
             rumble.fadeTime = fadeTime;
             p2rumbleEvents.Add(rumble);
             break;
         default: break;
     }
 }
示例#6
0
    // Add a rumble event to the gamepad
    // (vibration is set during 'HandleRumble' function)
    public void AddRumble(float timer, Vector2 power, float fadeTime = 0f)
    {
        xRumble rumble = new xRumble();

        rumble.timer = timer;
        rumble.power = power;
        rumble.fadeTime = fadeTime;

        // Add rumble event to container
        rumbleEvents.Add(rumble);
    }