//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); }
//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); }
void AddRumble(float timer, Vector2 power, float duration) { xRumble rumble = new xRumble(); rumble.timer = timer; rumble.power = power; rumble.duration = duration; rumbleEvents.Add(rumble); }
// 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; } }
// 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); }