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// PPE when player is in contaminated area trigger
class PPERequester_ContaminatedAreaTint extends PPERequester_GameplayBase
{
protected vector m_StartRGB = vector.Zero;
protected float m_AccumulatedTime = 0;
protected bool m_FadeIn = false;
protected bool m_FadeOut = false;
const float FADE_TIME = 3;
// the end result is 1 - the value set here
const float R_TARGET = 0.142; // end value 0.858
const float G_TARGET = 0.15; // end value 0.850
const float B_TARGET = 0.44; // end value 0.560
override protected void OnStart( Param par = null )
{
super.OnStart( par );
m_AccumulatedTime = 0;
m_FadeIn = true;
m_FadeOut = false;
SetTargetValueFloat(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_SHARPNESS,false,10.0,PPEFilmGrain.L_1_TOXIC_TINT,PPOperators.HIGHEST);
SetTargetValueFloat(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_GRAINSIZE,false,1.0,PPEFilmGrain.L_2_TOXIC_TINT,PPOperators.LOWEST);
}
override protected void OnUpdate( float delta )
{
super.OnUpdate( delta );
if ( m_FadeIn && m_AccumulatedTime <= FADE_TIME )
{
m_AccumulatedTime += delta;
m_StartRGB[0] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * R_TARGET;
m_StartRGB[1] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * G_TARGET;
m_StartRGB[2] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * B_TARGET;
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
}
if ( m_FadeOut )
{
if (m_AccumulatedTime <= FADE_TIME)
{
m_AccumulatedTime += delta;
m_StartRGB[0] = ( 1 - R_TARGET ) + FadeColourMult( 0, R_TARGET, m_AccumulatedTime / FADE_TIME );
m_StartRGB[1] = ( 1 - G_TARGET ) + FadeColourMult( 0, G_TARGET, m_AccumulatedTime / FADE_TIME );
m_StartRGB[2] = ( 1 - B_TARGET ) + FadeColourMult( 0, B_TARGET, m_AccumulatedTime / FADE_TIME );
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE);
}
else
{
Stop(); //proper termination after a fadeout
}
}
}
override void OnStop(Param par = null)
{
m_FadeIn = false;
m_FadeOut = false;
Param1<bool> p;
if (par && Class.CastTo(p,par))
m_FadeOut = p.param1;
m_AccumulatedTime = 0;
super.OnStop(par);
}
// Lerped multiplier for RGBA values
protected float FadeColourMult( float x, float y, float deltaT )
{
float output;
output = Math.Lerp( x, y, deltaT );
Easing.EaseInOutSine( output );
return output;
}
}