Scaling back some rubmling
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71c1471a4e
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@ -162,7 +162,7 @@ public class BloodComputeShader : MonoBehaviour
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score += bufferData[0];
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score += bufferData[0];
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float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
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//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
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squeakVolume += 0.1f;
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squeakVolume += 0.1f;
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@ -43,6 +43,6 @@ public class RopeRumbling : MonoBehaviour
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f);
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RumbleManager.StartRumble(-1, 0, sensitive_mapped, 0.1f);
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}
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}
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}
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}
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