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class PPERequester_ShockHitReaction extends PPERequester_GameplayBase |
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{ |
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protected float m_Gauss; |
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protected float m_VignetteIntensity; |
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protected float m_OverlayFactor; |
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protected ref array<float> m_OverlayColor; |
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override protected void OnStart(Param par = null) |
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{ |
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super.OnStart(); |
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m_Gauss = Param3<float,float,float>.Cast(par).param1; |
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m_VignetteIntensity = Param3<float,float,float>.Cast(par).param2; |
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m_OverlayFactor = Param3<float,float,float>.Cast(par).param3; |
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m_OverlayColor = {0.0, 0.0, 0.0, 1.0}; |
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if (m_OverlayFactor > 0.0) |
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m_OverlayColor = {0.1, 0.1, 0.1, 1.0}; |
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SetTargetValueFloat(PostProcessEffectType.GaussFilter,PPEGaussFilter.PARAM_INTENSITY,true,m_Gauss,PPEGaussFilter.L_0_SHOCK,PPOperators.ADD_RELATIVE); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_VIGNETTE,false,m_VignetteIntensity,PPEGlow.L_25_SHOCK,PPOperators.ADD); |
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SetTargetValueFloat(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYFACTOR,true,m_OverlayFactor,PPEGlow.L_20_SHOCK,PPOperators.HIGHEST); |
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SetTargetValueColor(PostProcessEffectType.Glow,PPEGlow.PARAM_OVERLAYCOLOR,m_OverlayColor,PPEGlow.L_21_SHOCK,PPOperators.SET); |
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} |
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} |