From 678eb955c74b778ca6aa79be48025faec0b2326b Mon Sep 17 00:00:00 2001 From: BOT Alex <44818698+MagicBOTAlex@users.noreply.github.com> Date: Sun, 4 Feb 2024 06:53:35 +0100 Subject: [PATCH 1/2] Scaling back some rubmling --- Assets/Scripts/BloodComputeShader.cs | 2 +- Assets/Scripts/Rumbling/RopeRumbling.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/BloodComputeShader.cs b/Assets/Scripts/BloodComputeShader.cs index 7492c31..d4d0946 100644 --- a/Assets/Scripts/BloodComputeShader.cs +++ b/Assets/Scripts/BloodComputeShader.cs @@ -162,7 +162,7 @@ public class BloodComputeShader : MonoBehaviour score += bufferData[0]; float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f); - RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f); + //RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f); squeakVolume += 0.1f; diff --git a/Assets/Scripts/Rumbling/RopeRumbling.cs b/Assets/Scripts/Rumbling/RopeRumbling.cs index ad0fa1f..c0115f9 100644 --- a/Assets/Scripts/Rumbling/RopeRumbling.cs +++ b/Assets/Scripts/Rumbling/RopeRumbling.cs @@ -43,6 +43,6 @@ public class RopeRumbling : MonoBehaviour float ropeClamed = Mathf.Max(0, rope.Overshoot); float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration); float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration); - RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f); + RumbleManager.StartRumble(-1, 0, sensitive_mapped, 0.1f); } } From 4c1ad8e5854796f9e135f11fde71f5367a1fad7a Mon Sep 17 00:00:00 2001 From: BOT Alex <44818698+MagicBOTAlex@users.noreply.github.com> Date: Sun, 4 Feb 2024 06:57:12 +0100 Subject: [PATCH 2/2] Removed old debug.log --- Assets/Scripts/Enemy/EnemyAnimationHandler.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Scripts/Enemy/EnemyAnimationHandler.cs b/Assets/Scripts/Enemy/EnemyAnimationHandler.cs index 583e8bf..6622649 100644 --- a/Assets/Scripts/Enemy/EnemyAnimationHandler.cs +++ b/Assets/Scripts/Enemy/EnemyAnimationHandler.cs @@ -30,7 +30,7 @@ public class EnemyAnimationHandler : MonoBehaviour IEnumerator AnimationDie() { Strangle(); - Debug.Log("Strangle"); + //Debug.Log("Strangle"); yield return new WaitForSecondsRealtime(0.1f); Die(); }