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class PPERequester_FlashbangEffects extends PPERequester_GameplayBase |
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{ |
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const float VAL_FACTOR = 0.85; |
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const float EXPOSURE_MAX = 50; |
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protected float m_Exposure; |
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protected float m_Intensity; |
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override protected void OnStart(Param par = null) |
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{ |
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if (!m_IsRunning) |
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{ |
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if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets()) |
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GetGame().GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG}); |
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} |
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super.OnStart(); |
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} |
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override protected void OnStop(Param par = null) |
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{ |
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super.OnStop(); |
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m_Intensity = 0.0; |
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m_Exposure = 0.0; |
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if (GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets()) |
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GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.COVER_FLASHBANG}); |
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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 (GetGame() && GetGame().GetMission() && GetGame().GetMission().GetEffectWidgets()) |
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{ |
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Param1<float> par = new Param1<float>(1 - m_Intensity); |
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GetGame().GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.COVER_FLASHBANG,0,par,EffectWidgetHandles.FLASHBANG); |
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} |
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} |
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void SetFlashbangIntensity(float intensity, float daytime_toggle) |
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{ |
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m_Intensity = intensity; |
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array<float> overlay_color = {1.0, 1.0, 1.0, intensity}; |
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if (daytime_toggle <= 5.0) |
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{ |
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m_Exposure = Math.Clamp(intensity * daytime_toggle,0.0,EXPOSURE_MAX); |
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} |
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else |
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{ |
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m_Exposure = Easing.EaseInQuart(intensity); |
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m_Exposure = Math.Clamp(EXPOSURE_MAX * m_Exposure,0.0,EXPOSURE_MAX); |
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} |
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overlay_color[3] = intensity; |
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SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,intensity,PPEGaussFilter.L_0_FLASHBANG,PPOperators.ADD_RELATIVE); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,intensity,PPEGlow.L_20_FLASHBANG,PPOperators.HIGHEST); |
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SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,overlay_color,PPEGlow.L_21_FLASHBANG,PPOperators.SET); |
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SetTargetValueFloat(PPEExceptions.EXPOSURE,PPEExposureNative.PARAM_INTENSITY,false,m_Exposure,PPEExposureNative.L_0_FLASHBANG,PPOperators.ADD); |
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} |
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} |