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class PPERequester_Drowning extends PPERequester_GameplayBase
{
private float m_EffectPhase = 0;
private float m_Magnitude = 0;
private float m_MinMagnitude = 0.3;
private float m_MaxMagnitude = 0.3; // Actual Maximum is Min+Max
private float m_Frequency = 5;
private float m_Stamina01;
override protected void OnStart(Param par = null)
{
super.OnStart(par);
m_EffectPhase = 0;
m_Magnitude = 0;
}
override protected void OnUpdate(float delta)
{
super.OnUpdate(delta);
if (!m_IsRunning)
return;
m_EffectPhase += delta * m_Frequency / (m_Stamina01 + 1); // Start with lower frequency and increase it as it gets closer to danger
float currentVal = (Math.Sin(m_EffectPhase) +1)/2; // Makes current val oscillate between 0 and 1 (normlization)
currentVal = Easing.EaseInExpo(currentVal); // Ease it to tweak the effect
currentVal *= currentVal * m_MaxMagnitude; // Scale the normalized value to make it proportional to the Max Magnitude
currentVal += m_MinMagnitude;
m_Magnitude = Math.Lerp(m_Magnitude, currentVal, delta * m_Frequency); // Learp to smooth the changes
SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,true, m_Magnitude,PPEGodRays.L_0_GLASSES,PPOperators.ADD);
SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTECOLOR,{0.0,0.025,0.04, 0.0},PPEGlow.L_23_GLASSES,PPOperators.ADD);
}
void SetStamina01(float stamina01)
{
m_Stamina01 = stamina01;
}
}