mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
83 lines
2.5 KiB
C#
83 lines
2.5 KiB
C#
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using Fie.Object;
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using Rewired;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fie.Manager
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{
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[FieManagerExists(FieManagerExistSceneFlag.NEVER_DESTROY)]
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public sealed class FieVibrationManager : FieManagerBehaviour<FieVibrationManager>
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{
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private const int DEFAULT_CONTROLLER_INDEX = 0;
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private const float VIBRATION_SIN_WAVE_SPEED_PER_SEC = 360f;
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private const float VIBRATION_THRESHOLD_SMALL = 0.01f;
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private const float VIBRATION_THRESHOLD_MIDDLE = 0.25f;
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private const float VIBRATION_THRESHOLD_LARGE = 0.5f;
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private Dictionary<int, Coroutine> _currentCoroutines = new Dictionary<int, Coroutine>();
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private IEnumerator VibrationCoroutine(int controllerIndex, float duration, float force)
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{
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int targetControllerIndex = Mathf.Clamp(controllerIndex, 0, 3);
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float sinRate = 0f;
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if (duration > 0f)
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{
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SetVibration(targetControllerIndex, Mathf.Sin(sinRate) * force, Mathf.Sin(sinRate + 45f) * force);
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float num = sinRate + 360f * Time.deltaTime;
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float num2 = duration - Time.deltaTime;
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yield return (object)null;
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/*Error: Unable to find new state assignment for yield return*/;
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}
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SetVibration(targetControllerIndex, 0f, 0f);
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}
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protected override void StartUpEntity()
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{
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if (FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter != null)
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{
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FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter.damageSystem.damagedEvent -= DamageCallbackForVibration;
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FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter.damageSystem.damagedEvent += DamageCallbackForVibration;
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}
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}
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private void DamageCallbackForVibration(FieGameCharacter attacker, FieDamage damage)
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{
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if (damage.damage > 0f)
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{
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RequestVibration(0.4f, 1f);
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}
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}
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public void RequestVibration(float duration, float force)
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{
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int num = 0;
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if (_currentCoroutines.ContainsKey(num) && _currentCoroutines[num] != null)
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{
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StopCoroutine(_currentCoroutines[num]);
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_currentCoroutines[num] = null;
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}
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Coroutine value = StartCoroutine(VibrationCoroutine(num, duration, Mathf.Clamp(force, 0f, 1f)));
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_currentCoroutines[num] = value;
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}
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private void OnApplicationQuit()
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{
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int controllerId = 0;
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SetVibration(controllerId, 0f, 0f);
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}
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private void SetVibration(int controllerId, float leftMoterForce, float rightMoterForce)
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{
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foreach (Joystick joystick in FieManagerBehaviour<FieInputManager>.I.GetPlayer(controllerId).controllers.Joysticks)
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{
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joystick.SetVibration(leftMoterForce, rightMoterForce);
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}
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}
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}
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}
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