religion/Assets/Scripts/VibrationManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using Sirenix.OdinInspector;
using UnityEngine.InputSystem;
/// <summary>
/// 震动管理员,管理相机和手柄的震动,外部调用静态方法
/// </summary>
public class VibrationManager : MonoBehaviour
{
// //
// void Start(){
// HorseShake();
// }
// //
/// <summary>
/// 在特洛伊boss关吗?
/// </summary>
public enum PadShakeitem{
,
,
,
,
,
,
}
public static PadShakeitem itemNow;
/// <summary>
/// 是否处于特洛伊Boss关
/// </summary>
public bool inHorseStage;
/// <summary>
/// 震动相机,仅对于一些微小短小震动使用
/// </summary>
/// <param name="dir">震动方向</param>
/// <param name="force">震动力度</param>
public void ShakeScream(Vector2 dir,float force){
GetComponent<CinemachineImpulseSource>().
GenerateImpulse(dir * force);
}
/// <summary>
/// 震动手柄
/// </summary>
/// <param name="left">左马达力度(低频)</param>
/// <param name="right">右马达力度(高频)</param>
/// <param name="time">震动时间</param>
/// <param name="item">震动原因</param>
public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){
if(Gamepad.current != null){
itemNow = item;
Gamepad.current.SetMotorSpeeds(left,right);
yield return new WaitForSeconds(time);
//只有震动项目和震动原因相同的时候,才会触发停止震动
//用来解决震动的覆盖问题
if(itemNow == item){
Gamepad.current.SetMotorSpeeds(0,0);
if(inHorseStage)HorseShakePad();
}
}
}
/// <summary>
/// 木马震动,屏幕轻微快速上下震动
/// </summary>
public void HorseShake(){
transform.Find("木马震动源").
GetComponent<CinemachineImpulseSource>().
GenerateImpulse();
}
public void HorseShakePad(){
StartCoroutine(ShakePad(0.1f,0.1f,20f,PadShakeitem.));
}
}