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Implemented Adaptive Trigger for GTAV using Black-box Approaches
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Text; | ||
using System.Threading.Tasks; | ||
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namespace DualSense2Xbox | ||
{ | ||
class GTA_AdaptiveTrigger | ||
{ | ||
enum WeaponTypeEnum | ||
{ | ||
Rifles = 0, | ||
MachineGuns = 1, | ||
Handguns = 2, | ||
Thrown = 3, | ||
HeavyWeapons = 4, | ||
Shotguns = 5, | ||
Melee = 6, | ||
SniperRifles = 7 | ||
} | ||
private static WeaponTypeEnum WeaponType; | ||
public static void UpdateWeapons(DualSense_Base Controller, int ThumbX, int ThumbY) | ||
{ | ||
if (Math.Abs(ThumbX) < 10 * 255 && ThumbY < Math.Abs(10 * 255)) | ||
{ | ||
//Selecting different weapons but the same type | ||
PredictShootHaptic(Controller); //Reset Weapon Feedback | ||
return; | ||
} | ||
double sqr = Math.Sqrt(ThumbX * ThumbX + ThumbY * ThumbY); | ||
double x = ThumbX / sqr, y = ThumbY / sqr; | ||
double Angle = (Math.Atan2(y, (double)x) * 180 / Math.PI + 360) % 360; | ||
int Stage = (int)((Angle + 22.5) % 360) / 45; | ||
WeaponType = (WeaponTypeEnum)Stage; | ||
Console.WriteLine(WeaponType.ToString()); | ||
PredictShootHaptic(Controller); | ||
} | ||
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public static void PredictShootHaptic(DualSense_Base Controller) | ||
{ | ||
Controller.SetLeftAdaptiveTrigger(DualSense_Base.VerySoftTrigger); | ||
switch (WeaponType) | ||
{ | ||
case WeaponTypeEnum.Rifles: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(6)); | ||
break; | ||
case WeaponTypeEnum.MachineGuns: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(6)); | ||
break; | ||
case WeaponTypeEnum.Handguns: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VerySoftTrigger); | ||
break; | ||
case WeaponTypeEnum.Thrown: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VeryHardTrigger); | ||
break; | ||
case WeaponTypeEnum.HeavyWeapons: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.RigidTrigger); | ||
break; | ||
case WeaponTypeEnum.Shotguns: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.HardTrigger); | ||
break; | ||
case WeaponTypeEnum.Melee: | ||
Controller.SetLeftAdaptiveTrigger(DualSense_Base.NormalTrigger); | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.SoftTrigger); | ||
break; | ||
case WeaponTypeEnum.SniperRifles: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VeryHardTrigger); | ||
break; | ||
default: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.NormalTrigger); | ||
break; | ||
} | ||
} | ||
public static void UpdateShootHaptic(DualSense_Base Controller, byte LeftShootingVibration, byte RightShootingVibration) | ||
{ | ||
if (LeftShootingVibration > 0) | ||
return; //GTAV doesn't use Left Motor when shooting, so the event must be different haptic events. | ||
switch (WeaponType) | ||
{ | ||
case WeaponTypeEnum.Rifles: | ||
if (RightShootingVibration == 92) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(8)); | ||
if (RightShootingVibration == 200 || RightShootingVibration == 182) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(6)); | ||
break; | ||
case WeaponTypeEnum.MachineGuns: | ||
if (RightShootingVibration == 95 || RightShootingVibration == 160) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(8)); | ||
if (RightShootingVibration == 92) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(7)); | ||
if (RightShootingVibration == 139) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(6)); | ||
if (RightShootingVibration == 119) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(5)); | ||
break; | ||
case WeaponTypeEnum.Handguns: | ||
if (RightShootingVibration == 95) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(5)); //穿甲 | ||
else | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VerySoftTrigger); | ||
break; | ||
case WeaponTypeEnum.Thrown: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VeryHardTrigger); | ||
break; | ||
case WeaponTypeEnum.HeavyWeapons: | ||
if (RightShootingVibration == 92) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(15)); //火神 | ||
else | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.RigidTrigger); | ||
break; | ||
case WeaponTypeEnum.Shotguns: | ||
if (RightShootingVibration == 164 || RightShootingVibration == 209) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(3)); //突擊 | ||
else | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.HardTrigger); | ||
break; | ||
case WeaponTypeEnum.Melee: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.SoftTrigger); | ||
break; | ||
case WeaponTypeEnum.SniperRifles: | ||
if (RightShootingVibration == 200) | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VibrateTrigger(3)); //突擊 | ||
else | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.VeryHardTrigger); | ||
break; | ||
default: | ||
Controller.SetRightAdaptiveTrigger(DualSense_Base.NormalTrigger); | ||
break; | ||
} | ||
//WeaponType | ||
} | ||
} | ||
} |