void Vibrate()
{
/*//Control Vibration
//Yaw
//if (yaw < 0)
if (yaw == -1 && previousYaw != -1)
{
//leftVibrate = 0.1f;
v_leftYaw = Mathf.Abs(yaw) / 6;
}
else
//if (yaw > 0)
if (yaw == 1 && previousYaw != 1)
{
//rightVibrate = 0.1f;
v_rightYaw = Mathf.Abs(yaw) / 6;
}
else
//if (yaw == 0)
{
v_leftYaw = 0;
v_rightYaw = 0;
}
//Throttle
//if (throttle > 0)
if (throttle == 1 && previousThrottle != 1)
{
//throttleVibrate = 0.0f;
v_throttleVibrate = Mathf.Abs(throttle) / 25;
}
else
//if (throttle < 0)
if (throttle == -1 && previousThrottle != -1)
{
v_throttleVibrate = Mathf.Abs(throttle) / 2;
}
else
//if (throttle == 0)
{
v_throttleVibrate = 0;
}
//Pitch
//if (pitch != 0)
if (pitch == 1 && previousPitch != 1)
{
v_pitchVibrate = Mathf.Abs(pitch) / 7;
}
else
if (pitch == -1 && previousPitch != -1)
{
v_pitchVibrate = Mathf.Abs(pitch) / 7;
}
else
{
v_pitchVibrate = 0;
}
//Roll
//if (roll > 0)
if (roll == 1 && previousRoll != 1)
{
v_leftRoll = Mathf.Abs(roll) / 5;
}
else
//if (roll < 0)
if (roll == -1 && previousRoll != -1)
{
v_rightRoll = Mathf.Abs(roll) / 5;
}
else
//if (roll == 0)
{
v_leftRoll = 0;
v_rightRoll = 0;
}
//Calculate vibration values
float leftForces = (v_throttleVibrate + v_pitchVibrate + v_leftRoll + v_leftYaw);
float rightForces = (v_throttleVibrate + v_pitchVibrate + v_rightRoll + v_rightYaw);
//Debug.Log ("LeftForce: " + leftForces + " RightForces: " + rightForces);
//Debug.Log("Yaw: " + yaw + "Previous Yaw: " + previousYaw);
// Vibrate
//InputManager.SetControllerVibrate(gameObject.tag, leftForces, rightForces, 0.5f);*/
}