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class CameraShake |
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{ |
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const float MIN_PLAYER_DISTANCE = 40; |
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float m_Radius; |
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float m_RadiusDecaySpeed; |
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float m_RandomAngle; |
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float m_Time; |
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float m_InitLR; |
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float m_InitUD; |
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bool m_ToDelete; |
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float m_Smoothness; |
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float m_StregthFactor; |
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DayZPlayerImplement m_Player; |
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void ~CameraShake() |
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{ |
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if(m_Player) |
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m_Player.GetAimingModel().SetCamShakeValues(0, 0); |
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} |
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void CameraShake( float strength_factor, float radius, float smoothness, float radius_decay_speed ) |
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{ |
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m_Player = DayZPlayerImplement.Cast(GetGame().GetPlayer()); |
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m_StregthFactor = strength_factor; |
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m_Radius = radius; |
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m_RadiusDecaySpeed = radius_decay_speed; |
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m_Smoothness = smoothness; |
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} |
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void Update(float delta_time, out float x_axis, out float y_axis) |
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{ |
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if(m_ToDelete) |
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delete this; |
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m_Radius -= delta_time * m_RadiusDecaySpeed; |
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if( m_RandomAngle >= 0 ) |
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{ |
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m_RandomAngle = -m_Radius + (Math.RandomFloat( -m_Radius / m_Smoothness, m_Radius / m_Smoothness)); |
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} |
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else |
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{ |
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m_RandomAngle = m_Radius + (Math.RandomFloat( -m_Radius / m_Smoothness, m_Radius / m_Smoothness)); |
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} |
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x_axis = m_RandomAngle * m_StregthFactor; |
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y_axis = m_RandomAngle * m_StregthFactor; |
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if( m_Radius < 0.01 ) |
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{ |
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m_ToDelete = true; |
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} |
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} |
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} |
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