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class PPERequester_ContaminatedAreaTint extends PPERequester_GameplayBase |
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{ |
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protected vector m_StartRGB = vector.Zero; |
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protected float m_AccumulatedTime = 0; |
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protected bool m_FadeIn = false; |
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protected bool m_FadeOut = false; |
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const float FADE_TIME = 3; |
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const float R_TARGET = 0.142; |
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const float G_TARGET = 0.15; |
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const float B_TARGET = 0.44; |
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override protected void OnStart( Param par = null ) |
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{ |
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super.OnStart( par ); |
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m_AccumulatedTime = 0; |
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m_FadeIn = true; |
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m_FadeOut = false; |
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SetTargetValueFloat(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_SHARPNESS,false,10.0,PPEFilmGrain.L_1_TOXIC_TINT,PPOperators.HIGHEST); |
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SetTargetValueFloat(PostProcessEffectType.FilmGrain,PPEFilmGrain.PARAM_GRAINSIZE,false,1.0,PPEFilmGrain.L_2_TOXIC_TINT,PPOperators.LOWEST); |
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} |
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override protected void OnUpdate( float delta ) |
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{ |
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super.OnUpdate( delta ); |
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if ( m_FadeIn && m_AccumulatedTime <= FADE_TIME ) |
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{ |
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m_AccumulatedTime += delta; |
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m_StartRGB[0] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * R_TARGET; |
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m_StartRGB[1] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * G_TARGET; |
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m_StartRGB[2] = 1 - FadeColourMult( 0, 1, m_AccumulatedTime / FADE_TIME ) * B_TARGET; |
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SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE); |
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} |
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if ( m_FadeOut ) |
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{ |
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if (m_AccumulatedTime <= FADE_TIME) |
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{ |
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m_AccumulatedTime += delta; |
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m_StartRGB[0] = ( 1 - R_TARGET ) + FadeColourMult( 0, R_TARGET, m_AccumulatedTime / FADE_TIME ); |
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m_StartRGB[1] = ( 1 - G_TARGET ) + FadeColourMult( 0, G_TARGET, m_AccumulatedTime / FADE_TIME ); |
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m_StartRGB[2] = ( 1 - B_TARGET ) + FadeColourMult( 0, B_TARGET, m_AccumulatedTime / FADE_TIME ); |
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SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_COLORIZATIONCOLOR,{m_StartRGB[0], m_StartRGB[1], m_StartRGB[2], 0.0},PPEGlow.L_23_TOXIC_TINT,PPOperators.MULTIPLICATIVE); |
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} |
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else |
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{ |
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Stop(); |
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} |
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} |
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} |
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override void OnStop(Param par = null) |
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{ |
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m_FadeIn = false; |
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m_FadeOut = false; |
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Param1<bool> p; |
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if (par && Class.CastTo(p,par)) |
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m_FadeOut = p.param1; |
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m_AccumulatedTime = 0; |
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super.OnStop(par); |
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} |
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protected float FadeColourMult( float x, float y, float deltaT ) |
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{ |
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float output; |
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output = Math.Lerp( x, y, deltaT ); |
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Easing.EaseInOutSine( output ); |
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return output; |
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} |
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} |